 {$USE cleo+}
{$CLEO .cM}
const
CHASE_ZOMBIE = 944@ 
money_Level = 362@
in_Service = 173@
Lost_car = 170@
3STORY_GARVY   911@
3STORY_JACK   912@
3STORY_Jimmy    913@
3STORY_Bobby  914@
3STORY_Ken  915@
3STORY_Bodyguard1   909@
3STORY_Bodyguard2   910@ 
ACTIVE_STORY = 118@
//NEW_ZOMBIE_WALKSTYLE = 222@ 
end

//0E2A: add_cleo_blip 563@ position  2513.9336 -1690.5798 is_short 2 RGBA 90 140 135 190 store_to 528@ 
// 0E2B: remove_cleo_blip 563@

04ED: load_animation  "INT_HOUSE"
04ED: load_animation  "BOMBER"
060A: create_decision_maker_type 2 store_to 920@ // decision\allowed\m_.ped files


0A8C: write_memory 5276752 size 6 value 144 virtual_protect 1 
0A8C: write_memory 5277719 size 6 value 144 virtual_protect 1 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 99999.0
//171@ = 0  
151@ = 0 
//0223: set_actor $PLAYER_ACTOR health_to 999 
IF
0800:   in_two_players_mode

THEN

//0223: set_actor $second_player_actor health_to 999 

END
0A8C: write_memory 12030944 size 4 value 1450.0 virtual_protect 1 
062A: change_float_stat 24 to 1450.0 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
 CONST

 END   
 ACTIVE_STORY = false
CHASE_ZOMBIE = 0  
//171@ = 1  

in_Service = false
0247: load_model #BANSHEE
0247: load_model #RHINO
0247: load_model #BANSHEE
0247: load_model #FIRETRUK
0247: load_model #MAVERICK
0247: load_model #HYDRA
0247: load_model     #JETMAX
model.Load(#YOSEMITE)
model.Load(#SATCHEL)
model.Load(#HUNTLEY)
model.Load(#STAFFORD)
model.Load(#LANDSTAL)
model.Load(#PONY)
model.Load(#BIKERa)
model.Load(#BIKERb)
model.Load(#BMOCHIL)     
0247: load_model 944   //Grate
0247: load_model 922    //cover grates 
0247: load_model 3577  //4 boxes 
0247: load_model 3576  //4 boxes 
0247: load_model #FAM1
0247: load_model #FAM2
0247: load_model #FAM3
{
0247: load_model 16501
0247: load_model 970
0247: load_model 6959
0247: load_model 3268
0247: load_model 3271
0247: load_model 3279
0247: load_model 3390
0247: load_model 3397
0247: load_model 3396
0247: load_model 3386
0247: load_model 18609
0247: load_model 5816
0247: load_model 17066
0247: load_model 18233
0247: load_model 942
0247: load_model 939
0247: load_model 922
0247: load_model 3066
0247: load_model 3052
0247: load_model 3015
0247: load_model 3013
0247: load_model 2973
0247: load_model 2933
0247: load_model 3887
0247: load_model 3866
0247: load_model 3865
0247: load_model 1271
0247: load_model 1431
0247: load_model 1685
0247: load_model 1503
0247: load_model 10985        }
 

model.Load(1581)
model.Load(5422)
model.Load(2886)
model.Load(3037)
model.Load(5422)
model.Load(2886)
model.Load(#wmosci)
model.Load(2976) 
model.Load(#bmotr1)
model.Load(#swmotr5)
model.Load(#vwmotr2)
model.Load(#CHNSAW)
model.Load(#sbfost)
038B: load_requested_models
168@ = object.Create(#MP5LNG,  -1863.7378, -2655.0828, 56.1568)
187@ = object.Create(#MP5LNG,  -1863.7378, -2655.0828, 56.1568)
0382: set_object 187@ collision_detection 0
0382: set_object 168@ collision_detection 0
0750: set_object 168@ visibility 0
0750: set_object 187@ visibility 0
object.RemoveFromMissionCleanupList(187@)
object.RemoveFromMissionCleanupList(168@)                                             
$tacoLuigi_buya = audiostream.Load("cleo\zombies\luigitacobuya.mp3")
$tacoLuigi_buyb = audiostream.Load("cleo\zombies\luigitacobuyb.mp3")
$tacoLuigi_fail = audiostream.Load("cleo\zombies\luigitacofail.mp3")
$tacoLuigi_sound = audiostream.Load3d("cleo\zombies\luigitacosound.mp3")  
$tacoLuigi_dead = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
$tacoLuigi_sound2 = audiostream.Load3d("cleo\zombies\luigitacosound.mp3")  
$tacoLuigi_dead2 = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
audiostream.Loop($tacoLuigi_sound, 1)
audiostream.Loop($tacoLuigi_dead, 1)
audiostream.Loop($tacoLuigi_sound2, 1)
audiostream.Loop($tacoLuigi_dead2, 1)
money_Level = 50
921@ = 0 

model.Load(#WMYRI)    
model.Load(#WBDYG1)     
model.Load(#OMYRI)     
model.Load(#WMYBMX)     
model.Load(#OMYST)     
model.Load(#wmycr)
model.Load(#wmyst)
model.Load(#lsv1)
model.Load(#vla2)
model.Load(#dnb2)
model.Load(#vwmycr)
model.Load(#smyst2)
model.Load(#smyst)
MODEL.Load(#wmyri)
MODEL.Load(#wmycr)
MODEL.Load(#wmyjg)
MODEL.Load(#wmybp)
MODEL.Load(#PATRIOT)
MODEL.Load(#RHINO)
MODEL.Load(#ARMY)


038B: load_requested_models
Lost_car = car.Create(#HUNTLEY , -791.5593, 1087.8842, 44.8147)
car.Angle(Lost_car) = 227.3548
car.Health(Lost_car) = 11000
09C4: set_car Lost_car gas_tank_explosion_enabled 0 
//0D0F: set_car Lost_car model_alpha 36 // IF and SET
//0229: set_car Lost_car primary_color_to 0 secondary_color_to 0

{
 0376: 923@ = create_random_actor_at -725.795 1313.0883 11.0429  
 actor.Health(923@)=450
 077A: set_actor 923@ acquaintance 4 to_actors_pedtype 16 // see ped.dat
 077A: set_actor 923@ acquaintance 4 to_actors_pedtype 14 // see ped.dat
 0D10: set_actor 923@ model_alpha 35 // IF and SET
 }

 922@  = car.Create(#HUNTLEY , -789.7947, 1567.0211, 27.1172)
car.Angle(922@) = 74.3719
car.Health(922@) = 16000
09C4: set_car 922@ gas_tank_explosion_enabled 0  

911@ = actor.Create(8,#OMYRI,  -2705.5369, 377.6605, 4.9675 )
actor.health(911@) = 10000
actor.Angle(911@) = 351.9255
actor.GiveWeaponAndAmmo(911@, m4, 99999)
0446: set_actor 911@ dismemberment_possible 0
02E2: set_actor 911@ weapon_accuracy_to 75
07DD: set_actor 911@ attack_rate 70 // previously known as temper_to
 0946: set_actor 911@ actions_uninterupted_by_weapon_fire 1 
03FE: set_actor 911@   0 
07FE: set_actor 911@ fighting_style_to 7 moves 6

912@   = actor.Create(8,#OMYST,  -2707.043, 378.0836, 4.9712 )
actor.health(912@) = 8000
actor.Angle(912@) = 351.9255
actor.GiveWeaponAndAmmo(912@, ak47, 99999)
0446: set_actor 912@ dismemberment_possible 0
02E2: set_actor 912@ weapon_accuracy_to 75
07DD: set_actor 912@ attack_rate 50 // previously known as temper_to 
03FE: set_actor 912@ money 0
07FE: set_actor 912@ fighting_style_to 6 moves 6

913@  = actor.Create(8,#WBDYG1, -2699.418, 388.8832, 4.375)
actor.health(913@) = 8000
actor.Angle(913@) =  57.1751
 actor.GiveWeaponAndAmmo(913@, CombatShotgun, 99999)
0446: set_actor 913@ dismemberment_possible 0
02E2: set_actor 913@ weapon_accuracy_to 45
07DD: set_actor 913@ attack_rate 50 // previously known as temper_to 
03FE: set_actor 913@ money 1500
060F: set_actor 913@ melee_accuracy_to 20.0
07FE: set_actor 913@ fighting_style_to 5 moves 6

914@  = actor.Create(8,#WMYBMX,  -2698.3442, 376.8036, 4.3733)
actor.health(914@) =8000
actor.Angle(914@) =   238.5323
actor.GiveWeaponAndAmmo(914@, MicroUzi, 99999)
0446: set_actor 914@ dismemberment_possible 0
02E2: set_actor 914@ weapon_accuracy_to 25
07DD: set_actor 914@ attack_rate 50 // previously known as temper_to 
03FE: set_actor 914@ money 300
060F: set_actor 914@ melee_accuracy_to 10.0
07FE: set_actor 914@ fighting_style_to 15 moves 6 
081A: set_actor 914@ weapon_skill_to 2 

915@   = actor.Create(8,#WMYRI, -2706.1741, 380.3376, 4.9687)
actor.health(915@) = 8000
actor.Angle(915@) = 351.9255
actor.GiveWeaponAndAmmo(915@, deserteagle, 99999)
0446: set_actor 915@ dismemberment_possible 0
02E2: set_actor 915@ weapon_accuracy_to 40
07DD: set_actor 915@ attack_rate 40 // previously known as temper_to
0946: set_actor 915@ actions_uninterupted_by_weapon_fire 1 
03FE: set_actor 915@ money 0 

910@   = actor.Create(8,#FAM1 ,  -2705.6316, 386.0786, 4.3942)
actor.health(910@) = 2000
actor.Angle(910@) =  275.8285
actor.GiveWeaponAndAmmo(910@, Shotgun, 99999)
0446: set_actor 910@ dismemberment_possible 0
02E2: set_actor 910@ weapon_accuracy_to 40
07DD: set_actor 910@ attack_rate 50 // previously known as temper_to 

909@   = actor.Create(8,#FAM1 , -2699.7139, 370.9895, 4.3941)
actor.health(909@) = 2000
actor.Angle(909@) = 275.8285
actor.GiveWeaponAndAmmo(909@, Shotgun, 99999)
0446: set_actor 909@ dismemberment_possible 0
02E2: set_actor 909@ weapon_accuracy_to 40
07DD: set_actor 909@ attack_rate 50 // previously known as temper_to 

908@ = 0 
  




077E: get_active_interior_to $ACTIVE_INTERIOR  
0395: clear_area 1 at  2554.7227 -329.1342 92.9937 radius 20.0
01F0: set_max_wanted_level_to 0
0860: link_actor $PLAYER_ACTOR to_interior 0
select_interior 0 
04E4: refresh_game_renderer_at 119.2653 -77.9847 

//01F0: set_max_wanted_level_to 0
///   0A95: enable_thread_saving
   810@ = 124.0
811@ = 124.0
812@ = 78.0
333@ = 0 
32@ = 0
33@ = 0
      //     01B6: set_weather 9 
     ///  01B5: force_weather 9 
        IF
         0800:   in_two_players_mode

        THEN
        08C6: set_actor $second_player_actor stay_on_bike 1
  ////////    0526: set_actor $second_player_actor stay_in_car_when_jacked  0

  ///////      039E: set_actor $second_player_actor locked 0 while_in_car
        END
        08C6: set_actor $PLAYER_ACTOR stay_on_bike 1

/////039E: set_actor $PLAYER_ACTOR locked 0 while_in_car
//////////0526: set_actor $PLAYER_ACTOR stay_in_car_when_jacked  0

//0930: lock_camera_position 1
//0931: lock_camera_zoom 1
//092F: lock_camera_target_point 1        
//093D: lock_camera_on_cinematic_view 1
Model.Load(#JOURNEY)
Model.Load(#GREENWOO)
Model.Load(#REEFER)
Model.Load(#SWAT)
Model.Load(#ARMY)
Model.Load(#dnfolc2)
Model.Load(#dnmolc1)
Model.Load(#dnfylc)
Model.Load(#cwfohb)
Model.Load(#cwfofr)
Model.Load(#cwfyfr1)
Model.Load(#cwfyfr2)
Model.Load(#dwfylc2)
Model.Load(#dwmylc2)
Model.Load(#vwmycd)
Model.Load(#dwmylc1)
Model.Load(#dwmolc2)
Model.Load(#AK47)
Model.Load(#CHROMEGUN)
Model.Load(#SAWNOFF)
Model.Load(#CUNTGUN)
Model.Load(#COLT45)
Model.Load(#DESERT_EAGLE)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#M4)
Model.Load(#GRENADE)
Model.Load(#MOLOTOV)
Model.Load(#ENFORCER)
Model.Load(#RANCHER)
Model.Load(#REGINA)
Model.Load(#SNIPER)
model.Load(#MAVERICK)
//BUMS
0247: load_model #swmotr2
0247: load_model #sbmotr2
0247: load_model #swmotr3
0247: load_model #sbmytr3
0247: load_model #BMYDRUG
        
                  //farmer lady
0247: load_model #dnmolc2
0247: load_model #dnfylc


//man
0247: load_model #cwmofr
0247: load_model #cwmohb1


0247: load_model #cwmyhb1
0247: load_model #somyst
              


038B: load_requested_models

$dead  = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
audiostream.Loop($dead,1)
201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0

201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1


const
swat1 = 109@
swat2 = 108@
swat3 = 129@
swat4 = 120@
swat5 = 122@
swat6 = 107@
swat7 = 106@
swat8 = 105@
swat9 = 104@
swat10 = 95@
swat11 = 93@
swat12 = 94@
swat13 = 95@
swat14 = 97@
swat15 = 96@
swat16 = 99@
swat17 = 98@
swat18 = 100@
swat19 = 92@
swat20 = 91@
swat21 = 90@
swat22 = 89@
swat_vehicle_1 = 88@
swat_vehicle_2 = 79@
swat_vehicle_3 = 77@
swat_vehicle_4 = 78@

farm1 = 76@
farm2 = 75@
farm3 = 74@
farm4 = 167@
farm5 = 165@
farm6 = 166@
farm7 = 164@
farm8 = 69@
farm9 = 68@
farm10 = 52@
farm11 = 53@
farm12 = 54@
farm13 = 55@
farm14 = 56@
farm15 = 57@
farm16 = 58@
farm17 = 59@
farm18 = 60@
farm19 = 61@
farm20 = 62@
farm21 = 63@
farm22 = 64@
farm23 = 65@
farm24 = 66@
farm25 = 67@


GETAWAYTRUCK = 407@
ped1 = 408@
ped2 = 409@
zombie_target = 410@

end
const
player1_lives = $Actor_ryder 
player2_lives = $Actor_Smoke  
DEFENDER_SMOKE = 0@
8_ASSET_MARKER = 34@
xENEMY1x = 1@
xENEMY2x = 2@
xENEMY3x = 3@
xENEMY4x = 4@
xENEMY5x = 5@
xENEMY6x = 6@
xENEMY7x = 7@
xENEMY8x = 8@
xENEMY9x = 9@
xENEMY10x = 10@
xENEMY11x = 11@
xENEMY12x = 12@
xENEMY13x = 13@
xENEMY14x = 14@
xENEMY15x = 15@
xENEMY16x = 16@
xENEMY17x = 17@
xENEMY18x = 18@
xENEMY19x = 19@
xENEMY20x = 20@
xENEMY21x = 700@ 
xENEMY22x = 701@ 
xENEMY23x = 702@ 
xENEMY24x = 703@ 
xENEMY25x = 704@ 
xENEMY26x = 705@ 
xENEMY27x = 706@ 
xENEMY28x = 707@ 
xENEMY29x = 708@ 
xENEMY30x = 709@ 
xENEMY31x = 710@ 
xENEMY32x = 711@ 
xENEMY33x = 712@ 
xENEMY34x = 713@ 
xENEMY35x = 714@ 
xENEMY36x = 715@ 
xENEMY37x = 716@ 
xENEMY38x = 717@ 
xENEMY39x = 718@ 
xENEMY40x = 719@ 
1yMAKER21x = 720@
1yMAKER22x = 721@
1yMAKER23x = 722@
1yMAKER24x = 723@
1yMAKER25x = 724@
1yMAKER26x = 725@
1yMAKER27x = 726@
1yMAKER28x = 727@
1yMAKER29x = 728@
1yMAKER30x = 729@
1yMAKER31x = 1014@
1yMAKER32x = 1015@
1yMAKER33x = 1016@
1yMAKER34x = 1017@
1yMAKER35x = 1018@
1yMAKER36x = 1019@
1yMAKER37x = 1020@
1yMAKER38x = 1021@
1yMAKER39x = 1022@
1yMAKER40x = 1023@ 
0ZOMBIE_BLOWUP_FLAG =  689@
1BRUTE_HEALTH 688@
1FIRE_HEALTH 687@
1yMAKER1x = 35@
1yMAKER2x = 36@
1yMAKER3x = 37@
1yMAKER4x = 38@
1yMAKER5x = 39@
1yMAKER6x = 40@
1yMAKER7x = 41@
1yMAKER8x = 42@
1yMAKER9x = 43@
1yMAKER10x = 44@
1yMAKER11x = 45@
1yMAKER12x = 46@
1yMAKER13x = 47@
1yMAKER14x = 48@
1yMAKER15x = 49@
1yMAKER16x = 50@
1yMAKER17x = 51@
1yMAKER18x = 52@
1yMAKER19x = 53@
1yMAKER20x = 54@

SMOKE_TARGET = 30@
ZOMBIE_RUN_STYLE = 29@
WALKING_SYTLE = 401@
WAVE = 245@
WAVE_LEVEL_COUNTER = $Actor_Catalina[2]    //$wave
HEALTH_LEVEL = 734@
ACCURACY_LEVEL = 735@
HEADSHOT_MODE = 736@
FIGHTING_STYLE = 737@
FIRE_RATE = 738@
FLINCH = 739@
SKILL_LEVEL = 741@
MELEE_LEVEL = 742@
MARKER_RADAR_MODE = 743@
PLAYER1_LIVES = $Actor_Ryder
PLAYER2_LIVES = $Actor_Smoke 
PLAYER1_KILLS = $Actor_Truth  
PLAYER2_KILLS = $Actor_Catalina 
WEAPONS_STYLE = 900@
WATER_DROWNS = 901@
PLAYER_TARGET = 903@
TEAM_A = 950@
TEAM_B = 951@
RANDOM_ENEMY_MODEL = 905@
TIMER_CUSTOM1 = 250@
TIMER_CUSTOM2 = 251@
TIMER_CUSTOM3 = 252@
TIMER_CUSTOM4 = 253@
TIMER_CUSTOM5 = 382@
timer_custom6 = 381@
ATTACK_NOW = 383@
ZOMBIE_SPAWN_RATE = 232@
GANG_TYPE = 299@
GANG_STATS_LEVEL = 298@
IS_TESTING = 627@
checkpoint = $Actor_Catalina[0]  //964@
Saves =  $Actor_Catalina[1]       //965@
Luigi_bomb = 966@
Audio_luigi_zombie_voice = 976@
Audio_luigi_zombie_voice_dies = 967@
ZOMBIE_KILLS =  $Actor_Catalina[3] 
 
sound_TALK = 127@
sound_switch_noise = 126@
end     
 
sound_switch_noise = audiostream.Load("cleo/zombies/alert_bomb.mp3")   

CONST


END
CHASE_ZOMBIE = 0     
zombie_target = 0 
0006: zombie_target = $PLAYER_ACTOR

 {
ATTACK_NOW = 5000
705@ = 500
TIMER_CUSTOM5 = 0
0006: ATTACK_NOW = 705@
}


//saves = 1
// ZOMBIE_KILLS = ZOMBIE_KILLS
//$wave = $wave         


  {
WAVE_LEVEL_COUNTER = WAVE_LEVEL_COUNTER
GANG_STATS_LEVEL = GANG_STATS_LEVEL
WAVE = WAVE
WAVE_LEVEL_COUNTER = WAVE_LEVEL_COUNTER
HEALTH_LEVEL = HEALTH_LEVEL
ACCURACY_LEVEL = ACCURACY_LEVEL
HEADSHOT_MODE = HEADSHOT_MODE
FIGHTING_STYLE = FIGHTING_STYLE
FIRE_RATE = FIRE_RATE                            
FLINCH = FLINCH
SKILL_LEVEL = SKILL_LEVEL
MELEE_LEVEL = MELEE_LEVEL
MARKER_RADAR_MODE = MARKER_RADAR_MODE
WEAPONS_STYLE = WEAPONS_STYLE
HEADSHOT_MODE = HEADSHOT_MODE
WATER_DROWNS = WATER_DROWNS   }
//checkpoint = checkpoint
 
TIMER_CUSTOM1 = 8000
0ZOMBIE_BLOWUP_FLAG = 1
//checkpoint = 3 
ZOMBIE_SPAWN_RATE = 1
Audio_luigi_zombie_voice = audiostream.Load3d("cleo/zombies/luigitacodead.mp3")   
audiostream.Loop(Audio_luigi_zombie_voice,1)
Audio_luigi_zombie_voice_dies = audiostream.Load3d("cleo/zombies/luigidies2.mp3")   
jump @LL  


:SOUnd_Cleanup
audiostream.Release(Audio_luigi_zombie_voice)
audiostream.Release(Audio_luigi_zombie_voice_dies)
return

:LL
 Saves = Saves
 //checkpoint = 0
//checkpoint = 0
//Saves = 0 
810@ = 124.0
811@ = 124.0
812@ = 78.0 


ZOMBIE_RUN_STYLE = 0 
thread 'zombie_surival2'

$timer = 0 
 $onmission = 2
  0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@

 04C4: store_coords_to 247@  248@ 249@ from_actor $player_actor with_offset 0.0 2.0 -1.0
  
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
 
model.Load(#CHROMEGUN)
model.Load(#SHOTGSPA)
model.Load(#CHNSAW)
model.Load(#FAM1)
model.Load(#wmoice)  //BURNEDPED

0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #BALLAS2 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #GUN_VIBE2 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_PARA 
0247: load_model #KATANA 
0247: load_model #BAT 
0247: load_model #POOLCUE 
0247: load_model #SHOVEL 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #GOLFCLUB 
0247: load_model #NITESTICK 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_CANE 
0247: load_model #CHROMEGUN 
0247: load_model #TEC9 
0247: load_model #CUNTGUN 
0247: load_model #SPRAYCAN 
0247: load_model #GUN_PARA 
0247: load_model #FIRE_EX 
0247: load_model #ROCKETLA 
0247: load_model #SILENCED 
0247: load_model #MOLOTOV 
0247: load_model #TEARGAS 
0247: load_model #GRENADE 
0247: load_model #FLOWERA 
0247: load_model #SILENCED 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_VIBE2 
0247: load_model #BRASSKNUCKLE 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #AK47 
0247: load_model #DESERT_EAGLE 
0247: load_model #SAWNOFF 
0247: load_model #SHOTGSPA 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
0247: load_model #HEATSEEK 
0247: load_model #SNIPER 
0247: load_model #WMOSCI 
0247: load_model #WMYSGRD 
0247: load_model #PATRIOT 
0247: load_model #PONY 
0247: load_model #BOBCAT 
0247: load_model #BANSHEE 
0247: load_model #WMYBMX 
0247: load_model #FREEWAY 
038B: load_requested_models 

 

 const
 SPAWN_CAR  = 749@
ZOMBIE_MUSIC = 1003@ 
MUSIC_INTERIOR_MUSIC = 1001@ 
MUSIC_STREETS_LOST = 1004@ 
MUSIC_BALANCE = 1005@ 
MUSIC_PUZZLESOLVE = 1006@ 
MUSIC_EPIC_SHOWDOWN = 1007@ 
MUSIC_GANG_FIGHT = 1008@ 
MUSIC_ZOMBIE_EXE = 1009@   //unused
MUSIC_EXE_ARMY = 1010@ 
MUSIC_LOST_FOREST = 1011@ 
MUSIC_STEALTH = 1013@ 
MUSIC_STREETS = 1012@ 
MUSIC_DIEMUSIC = 978@
MUSIC_TEST = 977@

Music_DOORWAY_TRAINS = 971@
Music_graveyard = 972@
MUSIC_crowds = 973@
MUSIC_newborn_ghost = 974@
MUSIC_Subway = 975@
MUSIC_silence = 976@
MUSIC_trash_spy = 970@
MUSIC_TRAIN2KILL = 969@
MUSIC_mansion_creeps = 968@
MUSIC_creepy_danceparty = 967@


player1 = $PLAYER_ACTOR
player2 = $second_player_actor
 end
MUSIC_INTERIOR_MUSIC = audiostream.Load("cleo/zombies/RED_LINE.mp3")   
audiostream.Loop(MUSIC_INTERIOR_MUSIC,1)
MUSIC_STREETS_LOST = audiostream.Load("cleo/zombies/SF4_STREETS_ALERT.mp3")   
audiostream.Loop(MUSIC_STREETS_LOST,1)
MUSIC_STREETS = audiostream.Load("cleo/zombies/SF4_STREETS_NORMAL.mp3")   
audiostream.Loop(MUSIC_STREETS,1)
MUSIC_TEST = audiostream.Load("cleo/zombies/Trained2Kill.mp3")   
audiostream.Loop(MUSIC_TEST,1)
MUSIC_PUZZLESOLVE = audiostream.Load("cleo/zombies/EternalMoment.mp3")   
audiostream.Loop(MUSIC_PUZZLESOLVE,1)
MUSIC_EPIC_SHOWDOWN = audiostream.Load("cleo/zombies/AreYouAfraid.mp3")   
audiostream.Loop(MUSIC_EPIC_SHOWDOWN,1)
MUSIC_GANG_FIGHT = audiostream.Load("cleo/zombies/Doorway_hell.mp3")   
audiostream.Loop(MUSIC_GANG_FIGHT,1)
MUSIC_DIEMUSIC = audiostream.Load("cleo/zombies/TIME2DIE.mp3")   
audiostream.Loop(MUSIC_DIEMUSIC,1)
MUSIC_EXE_ARMY = audiostream.Load("cleo/zombies/KILL_THE_RABBIT.mp3")   
audiostream.Loop(MUSIC_EXE_ARMY,1)
MUSIC_STEALTH = audiostream.Load("cleo/zombies/anxiety.mp3")   
audiostream.Loop(MUSIC_STEALTH,1)
MUSIC_LOST_FOREST = audiostream.Load("cleo/zombies/TIME2DIE.mp3")   
audiostream.Loop(MUSIC_LOST_FOREST,1)
MUSIC_ZOMBIE_EXE = audiostream.Load("cleo/zombies/Border_Patrol.mp3")   
audiostream.Loop(MUSIC_ZOMBIE_EXE,1)


Music_DOORWAY_TRAINS = audiostream.Load("cleo/zombies/Doorway_hell.mp3")   
audiostream.Loop(Music_DOORWAY_TRAINS,1)
Music_graveyard = audiostream.Load("cleo/zombies/graveyard.mp3")   
audiostream.Loop(Music_graveyard,1)
MUSIC_crowds = audiostream.Load("cleo/zombies/crowd_lobby.mp3")   
audiostream.Loop(MUSIC_crowds,1)
MUSIC_TRAIN2KILL = audiostream.Load("cleo/zombies/Trained2Kill.mp3")   
audiostream.Loop(MUSIC_TRAIN2KILL,1)
MUSIC_silence = audiostream.Load("cleo/zombies/YellowSex.mp3")   
audiostream.Loop(MUSIC_silence,1)
MUSIC_Subway = audiostream.Load("cleo/zombies/red_sex.mp3")   
audiostream.Loop(MUSIC_Subway,1)
MUSIC_newborn_ghost = audiostream.Load("cleo/zombies/Born_Again.mp3")   
audiostream.Loop(MUSIC_newborn_ghost,1)
MUSIC_trash_spy = audiostream.Load("cleo/zombies/white_trash.mp3")   
audiostream.Loop(MUSIC_trash_spy,1)    
MUSIC_mansion_creeps = audiostream.Load3d("cleo/zombies/Dream.mp3")   
audiostream.Loop(MUSIC_mansion_creeps,1)

MUSIC_creepy_danceparty = audiostream.Load3d("cleo/zombies/creepy_dance.mp3")   
audiostream.Loop(MUSIC_creepy_danceparty,1)
////MUSIC_ZOMBIE_EXE = audiostream.Load("cleo/zombies/graveyard.mp3")   
///audiostream.Loop(MUSIC_ZOMBIE_EXE,1)  

728@ = object.Create(#m4,  1253.0513, -824.2578, 1084.8087)
audiostream.LinkToObject(MUSIC_mansion_creeps,728@)
audiostream.Volume(MUSIC_mansion_creeps)  = 200.0

0750: set_object 728@ visibility 0
0382: set_object 728@ collision_detection 0
object.RemoveFromMissionCleanupList(728@)

727@ = object.Create(#m4, -2660.7104, 1410.3804, 913.4609)
audiostream.LinkToObject(MUSIC_creepy_danceparty,727@)
audiostream.Volume(MUSIC_creepy_danceparty)  = 200.0

0750: set_object 727@ visibility 0
0382: set_object 727@ collision_detection 0
object.RemoveFromMissionCleanupList(727@)
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 16
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 22
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 17
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 15
 
 08EA: enable_gangs_spawn 0
 08FD: enable_heat_visuals 0
096A: enable_flying_helis 1
099E: enable_police_patrols 0
0879: enable_gang_wars 0  
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle                      
 
 
 0923: enable_air_traffic 0
06D7: enable_train_traffic 0
     //   01B6: set_weather 1 
     //   01B5: force_weather 1 
//01EB: set_traffic_density_multiplier_to 110@
//03DE: set_pedestrians_density_multiplier_to 112@

GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 100
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 7
FIRE_RATE = 75                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 57.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = true
checkpoint = 0
saves = 0 
 ZOMBIE_KILLS = 0
WAVE_LEVEL_COUNTER = 1
1BRUTE_HEALTH = 500
1FIRE_HEALTH = 300
wait  30
ZOMBIE_SPAWN_RATE = 100
//700@ - 730@
///IS_TESTING = 0
GANG_TYPE = 1
GANG_STATS_LEVEL = 1
TIMER_CUSTOM1 = 0
TIMER_CUSTOM2 = 0
TIMER_CUSTOM3 = 0                                                                            
TIMER_CUSTOM4 = 0

saves = 1       
905@ = #wmoice
//06D2: "oldman" = NEW_ZOMBIE_WALKSTYLE 
 
  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
                                                 {
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -100.0 100.0
0208: 505@ = random_float_in_ranges -100.0 100.0
0208: 506@ = random_float_in_ranges -5550.1 -5550.1     }

//259@ 260@ 261@


///PLAYER_TARGET = 0
GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 125
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 46                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 46.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = false

       110@ = 0.0
       112@ = 0.0
 

///////9range_low = 413@  
015F: set_camera_position -94.658 1916.2189 52.6406  rotation 0.0 0.0 0.0
0160: set_camera_point_at -4.4623 1905.7914 51.6406  switchstyle 2
 

//abandoning them v2
 0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 999999.0

 $zombie_score = 0 
 900@ = 0
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
  
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
//set_weather 9 
//01B5: force_weather 9
//wait 100
// gosub @pickups 
//ZOMBIE_KILLS_by_smoke = 0    
wait 300 
audiostream.PerformAction(MUSIC_TEST,play)
0ADF: add_text_label "@ZOMPL" text "Zombie Horde Part II Modes"
0ADF: add_text_label "@ZOMP1" text "Bringing the Virus to the World (PART I)"
0ADF: add_text_label "@ZOMP2" text "Surviving of Horror (PART II)"
0ADF: add_text_label "@ZOMP3" text "Freemode"
0ADF: add_text_label "@ZOMP4" text "Enable Zombie Markers"
0ADF: add_text_label "@ZOMP5" text "Disable Zombie Markers"
0ADF: add_text_label "@ZOMP6" text "Give Free Weapons"
0ADF: add_text_label "@ZOMP7" text "Remove All Weapons"
0ADF: add_text_label "@ZOMP8" text "Enable Peds & Traffic"
0ADF: add_text_label "@ZOMP9" text "Disable Peds & Traffic"
0ADF: add_text_label "@ZOMP10" text "Enable Never Die"
0ADF: add_text_label "@ZOMP11" text "Disable Never Die"
0ADF: add_text_label "@ZOMP12" text "Reunited and Working Together as a Team (Freemode)" 
08D4: 800@ = create_panel_with_title '@ZOMPL' position 76.0 140.0 width 220.0 columns 1 interactive 1 background 1 alignment 0  // Imports
08DB: set_panel 800@ column 0 header 'DUMMY' data '@ZOMP1' '@ZOMP2' '@ZOMP3' '@ZOMP4' '@ZOMP5' '@ZOMP6' '@ZOMP7' '@ZOMP8' '@ZOMP9' '@ZOMP10' '@ZOMP11' '@ZOMP12'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday

player.CanMove($PLAYER_CHAR) = false 
repeat 
wait 0
08D7: 801@ = panel 800@ active_row
  if 00E1:   key_pressed  0  16//--- key = Ped SPRINT
  then     
    if 801@ == 0  
    then
 
    0ACB: show_styled_text "Bringing the Virus to the World (PART I)" time 1000 style 2 
    08DA: remove_panel 800@
    player.CanMove($PLAYER_CHAR) = true
   camera.Restore_WithJumpCut()
fade 0 1000
wait 1000
fade 1 1000    
        gosub @MUSIC_STOP
01EB: set_traffic_density_multiplier_to 110@
03DE: set_pedestrians_density_multiplier_to 112@
0851: set_actor $PLAYER_ACTOR decrease_health_by -1500 affect_armour 0
if 0800:   in_two_players_mode
then
0851: set_actor player2 decrease_health_by -1500 affect_armour 0

end        
        jump  @TRAINING_WORK 
    end 
    if 801@ == 1   
    then

    08DA: remove_panel 800@
    player.CanMove($PLAYER_CHAR) = true
    camera.Restore_WithJumpCut()
fade 0 1000
wait 1000
fade 1 1000 


01EB: set_traffic_density_multiplier_to 110@
03DE: set_pedestrians_density_multiplier_to 112@
0851: set_actor $PLAYER_ACTOR decrease_health_by -1500 affect_armour 0
if 0800:   in_two_players_mode
then
0851: set_actor player2 decrease_health_by -1500 affect_armour 0

end 
  
        gosub @MUSIC_STOP 
      //  jump @THE_VERY_NEXT_DAY
        jump  @STORY_BEGIN 
    end 

    if 801@ == 2   
    then
    08DA: remove_panel 800@
    player.CanMove($PLAYER_CHAR) = true

  0ACB: show_styled_text "Freemode" time 1000 style 2 
   
fade 0 1000
wait 1000
fade 1 1000    
01EB: set_traffic_density_multiplier_to 110@
03DE: set_pedestrians_density_multiplier_to 112@
0851: set_actor $PLAYER_ACTOR decrease_health_by -1500 affect_armour 0
if 0800:   in_two_players_mode
then
0851: set_actor player2 decrease_health_by -1500 affect_armour 0

end 
   camera.Restore_WithJumpCut()
        gosub @MUSIC_STOP 
        jump  @start 
    end 
    if 801@ == 3   
    then
       MARKER_RADAR_MODE = 2 
   
       wait 200
    end     
    if 801@ == 4   
    then
       MARKER_RADAR_MODE = 0 
       wait 200
    end     
    if 801@ == 5  
    then
       actor.GiveWeaponAndAmmo( $PLAYER_ACTOR , DesertEagle, 20)
       actor.GiveWeaponAndAmmo( $PLAYER_ACTOR , Shotgun, 15)
       actor.GiveWeaponAndAmmo( $PLAYER_ACTOR , Shovel, 9999)
       actor.GiveWeaponAndAmmo( $PLAYER_ACTOR , Grenades, 1)
       actor.GiveWeaponAndAmmo( $PLAYER_ACTOR , SniperRifle, 25)
       actor.GiveWeaponAndAmmo( $PLAYER_ACTOR , ak47, 40)
       actor.GiveWeaponAndAmmo( $PLAYER_ACTOR , mp5, 30)
       if 0800:   in_two_players_mode
       then
        09F8: give_player2_weapons_of_player1

       end 
       wait 100
    end     
    if 801@ == 6  
    then
        048F: actor $PLAYER_ACTOR remove_weapons

       if 0800:   in_two_players_mode
       then
          048F: actor $second_player_actor remove_weapons
       end 
       wait 200
    end  
    if 801@ == 7   
    then
       110@ = 1.0
       112@ = 1.0
       wait 200
    end  
    if 801@ == 8   
    then
       110@ = 0.0
       112@ = 0.0
       wait 200
    end  
    if 801@ == 9   
    then
        ACTIVE_STORY = true 
       wait 200
    end     
    
    if 801@ == 10  
    then
        ACTIVE_STORY = false 
       wait 200
    end     
    if 801@ == 11  
    then
    08DA: remove_panel 800@
    player.CanMove($PLAYER_CHAR) = true
   
    0ACB: show_styled_text "Reunited and Working Together as a Team (Freemode)" time 1000 style 2 
        fade 0 1000
        wait 1000
        fade 1 1000    
camera.Restore_WithJumpCut()
        01EB: set_traffic_density_multiplier_to 110@
        03DE: set_pedestrians_density_multiplier_to 112@
        0851: set_actor $PLAYER_ACTOR decrease_health_by -1500 affect_armour 0
        0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2705.8884 376.3163 4.9683
        actor.Angle($PLAYER_ACTOR) = 358.1058
        if 0800:   in_two_players_mode
        then
        0851: set_actor player2 decrease_health_by -3000 affect_armour 0
         0362: remove_actor player2 from_car_and_place_at  -2706.8879 376.3493 4.9688
        actor.Angle(player2) = 358.1058
        
        end 
            jump  @start 
    end     
    
  end 
until 00E1:   key_pressed  0  15//--- key = Enter/Exit 
08DA: remove_panel 800@

player.CanMove($PLAYER_CHAR) = true  

        gosub @MUSIC_STOP
jump  @ENDING
 
//################## MUSIC ####################  
:MUSIC_CLEANUP
audiostream.Release(MUSIC_INTERIOR_MUSIC)
audiostream.Release(MUSIC_STREETS_LOST)
audiostream.Release(MUSIC_STREETS)
audiostream.Release(MUSIC_TEST)
audiostream.Release(MUSIC_EPIC_SHOWDOWN)
audiostream.Release(MUSIC_PUZZLESOLVE)
audiostream.Release(MUSIC_GANG_FIGHT)
audiostream.Release(MUSIC_DIEMUSIC)
audiostream.Release(MUSIC_EXE_ARMY)
audiostream.Release(MUSIC_STEALTH)
audiostream.Release(MUSIC_LOST_FOREST)
audiostream.Release(MUSIC_ZOMBIE_EXE)

audiostream.Release( Music_graveyard)
audiostream.Release(Music_DOORWAY_TRAINS )
audiostream.Release( MUSIC_crowds)
audiostream.Release(MUSIC_newborn_ghost )
audiostream.Release( MUSIC_Subway)
audiostream.Release(MUSIC_silence )
audiostream.Release(MUSIC_trash_spy )
audiostream.Release(MUSIC_mansion_creeps )
audiostream.Release(MUSIC_creepy_danceparty )


return

:MUSIC_STOP
audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,stop)
audiostream.PerformAction(MUSIC_STREETS_LOST,stop)
audiostream.PerformAction(MUSIC_TEST,stop)
audiostream.PerformAction(MUSIC_STREETS,stop)
audiostream.PerformAction(MUSIC_EPIC_SHOWDOWN,stop)
audiostream.PerformAction(MUSIC_PUZZLESOLVE,stop)
audiostream.PerformAction(MUSIC_GANG_FIGHT,stop)
audiostream.PerformAction(MUSIC_DIEMUSIC,stop)
audiostream.PerformAction(MUSIC_STEALTH,stop)
audiostream.PerformAction(MUSIC_LOST_FOREST,stop)
audiostream.PerformAction(MUSIC_EXE_ARMY,stop)
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,stop)


audiostream.PerformAction( Music_graveyard,stop)
audiostream.PerformAction(Music_DOORWAY_TRAINS ,stop)
audiostream.PerformAction( MUSIC_crowds,stop)
audiostream.PerformAction(MUSIC_newborn_ghost, stop)
audiostream.PerformAction( MUSIC_Subway,stop)
audiostream.PerformAction(MUSIC_silence ,stop)
audiostream.PerformAction(MUSIC_trash_spy ,stop)

return


:MUSIC_PAUSE
audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,pause)
audiostream.PerformAction(MUSIC_STREETS_LOST,pause)
audiostream.PerformAction(MUSIC_TEST,pause)
audiostream.PerformAction(MUSIC_STREETS,pause)
audiostream.PerformAction(MUSIC_EPIC_SHOWDOWN,pause)
audiostream.PerformAction(MUSIC_PUZZLESOLVE,pause)
audiostream.PerformAction(MUSIC_GANG_FIGHT,pause)
audiostream.PerformAction(MUSIC_DIEMUSIC,pause)
audiostream.PerformAction(MUSIC_STEALTH,pause)
audiostream.PerformAction(MUSIC_LOST_FOREST,pause)
audiostream.PerformAction(MUSIC_EXE_ARMY,pause)
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,pause)


audiostream.PerformAction( Music_graveyard,pause)
audiostream.PerformAction(Music_DOORWAY_TRAINS ,pause)
audiostream.PerformAction( MUSIC_crowds,pause)
audiostream.PerformAction(MUSIC_newborn_ghost, pause)
audiostream.PerformAction( MUSIC_Subway,pause)
audiostream.PerformAction(MUSIC_silence ,pause)
audiostream.PerformAction(MUSIC_trash_spy ,pause)

return

 

//################## sub misc  ####################  


 
 

 
 
:start        
ZOMBIE_SPAWN_RATE = 1

 

731@ = marker.CreateIconWithoutSphere(55, 2025.0533, -1282.3115, 20.9595)
732@ = marker.CreateIconWithoutSphere(19,  -81.7738, 3.1293, 3.4844)
733@ = marker.CreateIconWithoutSphere(19,  245.3808, 1850.8627, 21.5259)
633@ = marker.CreateIconWithoutSphere(6,   -1858.2216, -1614.0552, 21.7641)
632@ = marker.CreateIconWithoutSphere(55,  -1868.3679, -1730.3405, 21.75)

927@ = marker.CreateIconAndSphere(54, -2108.7056, 257.8002, 36.0145)     //---construction
926@ = marker.CreateIconWithoutSphere(55, -2066.5327, 215.5247, 35.5005)

925@ = marker.CreateIconAndSphere(22, -1863.7378, -2655.0828, 56.1568)  //--luigi store 
924@ = marker.CreateIconAndSphere(18,  -1526.7747, -2772.5474, 48.5335)  //--gun store 

                                      
117@ = actor.Create(4 ,#BMYDRUG,-1858.4637, -1610.4634, 21.7578 )
actor.Angle(117@) = 185.3175
actor.Health(117@) = 3000



07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
06F0: set_group $PLAYER_GROUP distance_limit_to 9999.0
04C4: store_coords_to 610@ 611@ 612@ from_actor $player_actor with_offset -2.0 0.0 -1.0
 



 


//045B: draw_text_1number 67.0 50.0 GXT 'P1' number PLAYER1_LIVES  PLAYER1_KILLS
//0340: set_text_draw_RGBA 0 65 180 255 
//0343: set_text_draw_linewidth 400.0 
//0342: set_text_draw_centered 1 
//045B: draw_text_1number 67.0  75.0   GXT 'P2' number PLAYER2_LIVES  PLAYER2_KILLS
32@ = 0 
33@ = 0       {
if
 saves == 0 
then
 WAVE = 0
 ZOMBIE_KILLS = 0    
 end }
//WAVE = WAVE
//ZOMBIE_KILLS = ZOMBIE_KILLS
//saves = 0 
//$WAVE = 0
// ZOMBIE_KILLS = 0 
0208: 70@ = random_float_in_ranges -60.2 -34.2
0208: 71@ = random_float_in_ranges -60.2 -34.2
0208: 72@ = random_float_in_ranges -1.0 -1.0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22
 
$timer = 0 
$Actor_Smoke = 99
$Actor_ryder = 99
//////0395: clear_area 1 at 2571.5852 -318.8412 92.9966 radius 5544.0

//01EB: set_traffic_density_multiplier_to 110@
06D0: enable_emergency_traffic 0
0923: enable_air_traffic 0
//03DE: set_pedestrians_density_multiplier_to 112@
096A: enable_flying_helis 0   
06C8: enable_riot 0

$Actor_Sweet = 1
01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($PLAYER_CHAR)
 
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 0
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 1
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 4
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 5
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 20
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 17
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 18
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 21
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 22
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 23

/// 0208: 504@ = random_float_in_ranges -525.2 -515.0
////0208: 505@ = random_float_in_ranges -525.0 -515.0
////0208: 506@ = random_float_in_ranges -0.1 -0.1
jump @SKIP_THERE


 

 :TIMER_MISSION
if
33@ > 1000
then
 33@ = 0 
TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 
TIMER_CUSTOM5 += 1000
end  
        
return

:TIMER
if
32@ > 1000
then
 32@ = 0 
//TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 

timer_custom5  += 1000 
timer_custom6  += 1000 
end 
if
33@ > 10
then
 33@ = 0 
TIMER_CUSTOM1 += 500 

end           
return

:MODEL_RANDOM

return 


:death
{
if
ZOMBIE_RUN_STYLE == 1
then

//gosub @Addition_hard_zombies
06D2: NEW_ZOMBIE_WALKSTYLE = "player"  
end 

if
ZOMBIE_RUN_STYLE == 0
then
06D2: NEW_ZOMBIE_WALKSTYLE = "oldman"  
//gosub @Addition_zombies
end

if
ZOMBIE_RUN_STYLE == 2
then
06D2: NEW_ZOMBIE_WALKSTYLE = "oldfatman"  
//gosub @Addition_easy_zombies
end  
}
if ACTIVE_STORY == true 
then
  if   actor.Dead(player1)
  then
   0792: disembark_instantly_actor player1
   actor.Health(player1 ) = 999
   0851: set_actor $PLAYER_ACTOR decrease_health_by -1500 affect_armour 0

  end
 
    if 0800:   in_two_players_mode
    then
        if  actor.Dead(player2)
        then
           0792: disembark_instantly_actor player2
           actor.Health(player2 ) = 999
           0851: set_actor player2 decrease_health_by -1500 affect_armour 0
        
        end 
    end    
end       
gosub @interiors
gosub @ZOMBIES_SETUP
gosub @attack_now
0209: HEALTH_LEVEL = random_int_in_ranges 100 800
0209: 1BRUTE_HEALTH = random_int_in_ranges 800 3000
0209: 1FIRE_HEALTH = random_int_in_ranges 400 1000
0209: ACCURACY_LEVEL = random_int_in_ranges 15 100
0209: FIRE_RATE = random_int_in_ranges 40 100
0209: FIGHTING_STYLE = random_int_in_ranges 4 7
0209: HEADSHOT_MODE = random_int_in_ranges 0 1
0209: FLINCH = random_int_in_ranges 0 1 
0209: money_Level = random_int_in_ranges 0 0 
0208: MELEE_LEVEL = random_float_in_ranges  30.0 100.0
 
//MARKER_RADAR_MODE = 0 
//ZOMBIE_SPAWN_RATE = 10
077E: get_active_interior_to $ACTIVE_INTERIOR  

if  $ACTIVE_INTERIOR >= 1 
then
810@ = 60.0
811@ = 60.0
812@ = 35.0
////0209: 170@ = random_int_in_ranges 0 3
500@ =  30.0
501@ = 30.0
502@ = 30.0
                 //spawn away from player
// 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -35.0 35.0    //X
0208: 505@ = random_float_in_ranges  35.0 -35.0      //Y
0208: 506@ = random_float_in_ranges -0.1  -0.1   //Z

else 
810@ = 124.0
811@ = 124.0
812@ = 85.0
////0209: 170@ = random_int_in_ranges 0 3
500@ =  40.0
501@ = 40.0
502@ = 40.0
                 //spawn away from player
// 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -80.0 80.0    //X
0208: 505@ = random_float_in_ranges  80.0 -80.0      //Y
0208: 506@ = random_float_in_ranges -9999.1 -9999.1   //Z
end 

if 075C:   marker 8_ASSET_MARKER enabled
then
marker.SetIconSize(8_ASSET_MARKER,3)
end      
  
gosub @TIMER

gosub @mute_them



 
if                     
0ADC:   test_cheat "mark1"
then
MARKER_RADAR_MODE = 2 
0ACD: show_text_highpriority "Zombie Markers Shown" time 2555
end
if                     
0ADC:   test_cheat "mark2"
then
MARKER_RADAR_MODE = 0 
0ACD: show_text_highpriority "Zombie Markers Hidden" time 2555
end
 
   
if
0ADC: test_cheat "music0"
then
//0ACD: show_text_highpriority "Background Music disabled." time 2555

gosub @MUSIC_STOP
end                  
if
0ADC: test_cheat "music1"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_STEALTH,play)
end 
if
0ADC: test_cheat "music2"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_LOST_FOREST,play)
end     
if
0ADC: test_cheat "music3"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_TEST,play)
end    
if
0ADC: test_cheat "music4"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,play)
end     
if
0ADC: test_cheat "music5"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_silence,play)
end  
if
0ADC: test_cheat "music6"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_trash_spy,play)
end  
if
0ADC: test_cheat "music7"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_newborn_ghost,play)
end  
if
0ADC: test_cheat "music8"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_STREETS,play)
end  
if
0ADC: test_cheat "music9"
then
//0ACD: show_text_highpriority "Background Music changed." time 2555

gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_STREETS_LOST,play)
end  

if  or
$onmission == 0
0ADC:   test_cheat "exit"
0ADC:   test_cheat "giveup"

then 
0ACB: show_styled_text "~r~Zombie Surival aborted!" time 4000 style 5
mission_cleanup
06C8: enable_riot 0

  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0

jump @fail 
end
  
return

 

:SKIP_THERE
//1010@ = 1000

201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0

201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1

600@ = 0
601@ = 0
602@ = 0
603@ = 0
604@ = 0

//~~~MARKERS


//MARKER_RADAR_MODE = 4 
jump  @main
 

:teleport_player2
 04C4: store_coords_to 247@  248@ 249@ from_actor $player_actor with_offset 0.0 2.0 -1.0
if
0800:   in_two_players_mode

then
 0362: remove_actor player2 from_car_and_place_at 247@  248@ 249@ 

end

return
:interiors 
//jizzys

if   
not wasted_or_busted
then
    if and
    00E1:   player 0 pressed_key 15
      00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2624.5139 1412.0332 7.0937  radius  2.2 2.2 2.0 on_foot
    
    then
    04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
    0172: 524@ = actor player1 Z_angle  
    fade 0 500
    wait 700
    fade 1 500
    select_interior 3
    0860: link_actor $PLAYER_ACTOR to_interior 3
     gosub @MUSIC_STOP 
    
    actor.putat($PLAYER_ACTOR, -2640.5886, 1406.8788, 906.4609 )
    actor.Angle($PLAYER_ACTOR) = 68.0575   
     gosub @teleport_player2
    end
        if  and
    00E1:   player 0 pressed_key 15
    
      00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2636.2283 1403.0613 906.4609 radius  2.2 2.2 2.0 on_foot
      
        then
        fade 0 500
    wait 700
    fade 1 500
        select_interior 0 
        0860: link_actor $PLAYER_ACTOR to_interior 0
        
        actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
        actor.Angle($PLAYER_ACTOR) = 524@
         gosub @teleport_player2
        end
    
    //Madd doggs
if   and
    00E1:   player 0 pressed_key 15

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1298.7587 -799.4245 84.1406  radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
select_interior 5
 gosub @MUSIC_STOP 
0860: link_actor $PLAYER_ACTOR to_interior 5

actor.putat($PLAYER_ACTOR,  1299.8599, -790.0179, 1084.0078)
actor.Angle($PLAYER_ACTOR) = 335.7477 
 gosub @teleport_player2
end
if   and
    00E1:   player 0 pressed_key 15
//////0102:   actor $PLAYER_ACTOR in_sphere  1257.8142 -785.5671 92.0302 radius 2.2 2.2 2.0 sphere 1 stopped_on_foot  //2

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  1257.8142 -785.5671 92.0302   radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
select_interior  5
0860: link_actor $PLAYER_ACTOR to_interior 5
 gosub @MUSIC_STOP 
actor.putat($PLAYER_ACTOR,  1265.4791, -782.7889, 1091.9062)
actor.Angle($PLAYER_ACTOR) =  295.2753
 gosub @teleport_player2
end
    if  or
    0102:   actor $PLAYER_ACTOR in_sphere   1298.9071 -796.7662 1084.0078  radius 2.2 2.2 2.0 sphere 1 stopped_on_foot
    0102:   actor $PLAYER_ACTOR in_sphere 1260.7338 -785.2499 1091.9062  radius 2.2 2.2 2.0 sphere 1 stopped_on_foot
    
    then
        if
        00E1:   player 0 pressed_key 15
        then
        fade 0 500
    wait 700
    fade 1 500
        select_interior 0 
        0860: link_actor $PLAYER_ACTOR to_interior 0
        
        actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
        actor.Angle($PLAYER_ACTOR) = 524@
         gosub @teleport_player2
        end
    end
end    


if   and
    00E1:   player 0 pressed_key 15
  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  2196.3391 1677.3226 12.3672   radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
 gosub @MUSIC_STOP 
select_interior 1
0860: link_actor $PLAYER_ACTOR to_interior 1

actor.putat($PLAYER_ACTOR,  2234.1074, 1708.2125, 1010.5194)
actor.Angle($PLAYER_ACTOR) =  184.3248
 gosub @teleport_player2
end
    if    and
    00E1:   player 0 pressed_key 15

  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  2234.1548 1713.6177 1012.1926   radius  2.2 2.2 2.0 on_foot
  
    then
    fade 0 500
wait 700
fade 1 500
    select_interior 0 
    0860: link_actor $PLAYER_ACTOR to_interior 0
    
    actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
    actor.Angle($PLAYER_ACTOR) = 524@
     gosub @teleport_player2
    end
    
    
    
if   or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1260.7338 -785.2499 1091.9062 radius 300.0 300.0 300.0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.1536 1708.054 1010.4703   radius 300.0 300.0 300.0

then
audiostream.PerformAction(MUSIC_mansion_creeps,resume)
//ZOMBIE_SPAWN_RATE = 28
else
//ZOMBIE_SPAWN_RATE = 353
  audiostream.PerformAction(MUSIC_mansion_creeps,stop)
end     

if  
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2660.7104 1410.3804 913.4609  radius 300.0 300.0 300.0

then
audiostream.PerformAction(MUSIC_creepy_danceparty,resume)
else
  audiostream.PerformAction(MUSIC_creepy_danceparty,stop)
end     

if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.1536 1708.054 1010.4703   radius 300.0 300.0 300.0

then
object.PutAt(728@,2233.5935, 1599.9539, 1011.4703)
end 
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1253.9095 -823.8004 1085.3529 radius 300.0 300.0 300.0

then
object.PutAt(728@, 1253.9095, -823.8004, 1085.3529)
end 
     if   and 
       010A:   player $PLAYER_CHAR money > 3000               
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2158.0999 1599.1221 1006.1797 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to create army of your gang. Cost ~g~$3000" time 100
                        if
                           00E1:   player 0 pressed_key 15  // 15         
                        then
                                   0109: player $PLAYER_CHAR money -3000
                        432@ = actor.Create(8,#fam1,  2160.6116, 1601.5243, 1006.1797)
            433@ = actor.Create(8,#fam2, 2161.1274, 1600.0599, 1006.1797)
            434@ = actor.Create(8,#fam3, 2159.8193, 1596.377, 1006.1797) 
            actor.Angle(432@) = 291.5935
            actor.Angle(433@) = 291.5935
            actor.Angle(434@) = 291.5935
            actor.GiveWeaponAndAmmo(432@, shotgun,99999)
            actor.GiveWeaponAndAmmo(433@, ak47,99999)
            actor.GiveWeaponAndAmmo(434@, microuzi,99999)
            actor.Health(432@) = 800
            actor.Health(433@) = 500
            actor.Health(434@) = 600
           05D3: AS_actor 432@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
           05D3: AS_actor 433@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
           05D3: AS_actor 434@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
 

            03FE: set_actor 433@ money 152
            03FE: set_actor 432@ money 75
            03FE: set_actor 434@ money 79
         //   0631: put_actor 432@ in_group $PLAYER_GROUP
        //    0631: put_actor 433@ in_group $PLAYER_GROUP
        //  0631: put_actor 434@ in_group $PLAYER_GROUP
            0961: set_actor 432@ keep_tasks_after_cleanup 1
            0961: set_actor 433@ keep_tasks_after_cleanup 1
            0961: set_actor 434@ keep_tasks_after_cleanup 1
                  05DE: AS_actor 433@ walk_around_ped_path
            05DE: AS_actor 432@ walk_around_ped_path
            05DE: AS_actor 434@ walk_around_ped_path        
               // 86EE:  not actor 432@ in_group $PLAYER_GROUP
              //  86EE:  not actor 433@ in_group $PLAYER_GROUP
               // 86EE:  not actor 434@ in_group $PLAYER_GROUP
                
              
                0568: set_actor 432@ untargetable 1
                0568: set_actor 433@ untargetable 1
                0568: set_actor 434@ untargetable 1
              09B5: set_actor 433@ signal_after_kill 0
              09B5: set_actor 434@ signal_after_kill 0
              09B5: set_actor 432@ signal_after_kill 0
  
                
                actor.RemoveReferences(433@)
                actor.RemoveReferences(434@)
                actor.RemoveReferences(432@)
                wait 500
            end
     end

return  


    
 
//~~~main
//0ACA: show_text_box "When you see a red marker have icons of stores, press ~k~~VEHICLE_ENTER_EXIT~ to open the shop menu."

 :attack_now    
  actor.StorePos(player1,312@,313@,314@)
 
 
        0AE1: 916@ = random_actor_near_point 312@ 313@ 314@  in_radius 2000.0 find_next 1 pass_deads 1
    if
     056D:   actor 916@ defined
    then
        if    02F2:   actor 916@ model == #WMOICE 
        then
             089F: get_actor 916@ pedtype_to 953@
             if   
             953@ == 14 
             then
             
               0332: set_actor 916@ bleeding 1
               060B: set_actor 916@ decision_maker_to 920@

             end
        end 
    end    
 return
 
:main
0923: enable_air_traffic 0
{
GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 125
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 46                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 46.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = false
1BRUTE_HEALTH = 500
1FIRE_HEALTH = 300
                                 }
///////9range_low = 413@ 
0209: HEALTH_LEVEL = random_int_in_ranges 200 800
0209: 1BRUTE_HEALTH = random_int_in_ranges 800 3000
0209: 1FIRE_HEALTH = random_int_in_ranges 400 1300
0209: ACCURACY_LEVEL = random_int_in_ranges 15 100
0209: FIRE_RATE = random_int_in_ranges 40 100
0209: FIGHTING_STYLE = random_int_in_ranges 7 7
0209: HEADSHOT_MODE = random_int_in_ranges 0 1
0209: FLINCH = random_int_in_ranges 0 1 
0209: money_Level = random_int_in_ranges 0 0 
0208: MELEE_LEVEL = random_float_in_ranges  30.0 100.0
ZOMBIE_SPAWN_RATE = 10 
//wave 1
while true 
wait 0
 
gosub @death
 
//old
gosub @Taco_area_1
gosub @service
gosub @ammo_man_LS_docks

gosub @COMMON   
 
        if  and
      00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere    2025.0533  -1282.3115  20.9595   radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)    
        then
        0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy vehicles." time 100
                if
                   00E1:   player 0 pressed_key 15  // 15         
                then
                gosub @ZOMBIES_CLEANUP
                jump @car_spawner
                end
        end
if
not actor.driving($PLAYER_ACTOR)   
then
     if   or 
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1558.155 -2722.9758 48.7435 radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -2706.574 636.584 14.4545  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   398.198 1157.3359 8.3481  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2625.8486 2318.5193 8.3005   radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -1477.7164 2618.8267 58.7812  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   2634.1594 1824.1508 11.0234  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -369.9462 -1419.2301 25.7266  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2513.9336 -1690.5798 13.7842   radius 3.2 3.2 3.0
     
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy weapons." time 100
            if
               00E1:   player 0 pressed_key 15  // 15         
            then
            gosub @ZOMBIES_CLEANUP
            gosub @WEAPON_STORE_FARM
            end
    end
end 
     if   and                
       932@ == 0 
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1868.3679 -1730.3405 21.75  radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey for free!" time 100
            if
               00E1:   player 0 pressed_key 15  // 15         
            then
           
              932@ = 1
               :x
SPAWN_CAR = car.Create(#JOURNEY,  -1882.715, -1727.314, 21.75)   
car.Health(SPAWN_CAR) = 2500         
car.Angle(SPAWN_CAR) = 122.735
car.RemoveReferences(SPAWN_CAR)
wait 1000
            end
    end
    if   and
    932@ == 1
      010A:   player $PLAYER_CHAR money > 5000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1868.3679 -1730.3405 21.75  radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey. Cost ~h~~g~$5000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -5000
jump @x 
            end
    end
    
    {
     if   and
    921@ == 0
      010A:   player $PLAYER_CHAR money > 25000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2108.7056 257.8002 36.0145 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to upgrade this area. Cost ~h~~g~$25000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -25000
           921@ = 1  
              018C: play_sound 1054 at 0.0 0.0 0.0    
               0ACB: show_styled_text "~w~Area Purchased!" time 2000 style 5 
               {
           029B:  928@ = init_object 3887 at -2097.3701 147.24001 40.59 // object (demolish4_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3866 at -2102.01 184.56 41.65 // object (demolish1_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3887 at -2024.29004 209.39 33.59 // object (demolish4_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3887 at -2024.29 249.14 35.09 // object (demolish4_SFXRF) (3)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 179.995
029B: 928@ = init_object 3866 at -2027.36 296.64001 40.46 // object (demolish1_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 270.0
029B: 928@ = init_object 3887 at -2061.6499 203.14999 39.87 // object (demolish4_SFXRF) (4)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 89.995
029B: 928@ = init_object 3865 at -2108.3501 241.59 36.3 // object (concpipe_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 239.997
029B: 928@ = init_object 3865 at -2107.3501 229.59 36.3 // object (concpipe_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 349.996
029B: 928@ = init_object 3865 at -2113.0901 188.14999 35.63 // object (concpipe_SFXRF) (3)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 315.991
029B: 928@ = init_object 1271 at -2127.5801 143.46001 34.62 // object (gunbox) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1271 at -2126.469 143.17796 34.51893 // object (gunbox) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1431 at -2129.8101 217.92999 34.87 // object (DYN_BOX_PILE) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1431 at -2124.2 217.86 34.87 // object (DYN_BOX_PILE) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1685 at -2112.9299 157.21001 34.91 // object (blockpallet) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 20.0
029B: 928@ = init_object 1685 at -2078.3301 142.86 34.8 // object (blockpallet) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 329.995
029B: 928@ = init_object 1503 at -2106.73 280.17999 34.41 // object (DYN_RAMP) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 220.0
 
           wait 500
            end
    end
    
      }
    
      if  and
      921@ == 1
      010A:   player $PLAYER_CHAR money > 5000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -2065.0562 213.873 35.3984 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey. Cost ~h~~g~$5000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -5000
SPAWN_CAR = car.Create(#JOURNEY, -2049.3608, 221.5906, 35.4714)   
car.Health(SPAWN_CAR) = 2500         
car.Angle(SPAWN_CAR) = 0.0394
car.RemoveReferences(SPAWN_CAR)
wait 1000
            end
    end 
    
    
end 
  
 

//gosub @ZOMBIES_CLEANUP   //ZOMBIE_KILLS >= 15
////gosub @Score_record
///
///SKILL_LEVEL = 2

//0109: player $PLAYER_CHAR money += 5000000
:wave_complete
 
return 
:fail
if
075C:   marker 1000@ enabled
then
marker.Disable(1000@)
end
01B7: release_weather
if and
075C:   marker 731@ enabled
075C:   marker 732@ enabled
075C:   marker 733@ enabled
075C:   marker 633@ enabled
075C:   marker 632@ enabled

then


end
marker.Disable(731@)
marker.Disable(732@)
marker.Disable(632@)
marker.Disable(633@)
marker.Disable(733@)
marker.Disable(927@)
marker.Disable(926@)
marker.Disable(925@)   
marker.Disable(924@)   

03E6: remove_text_box
 

  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
  0169: set_fade_color_RGB 0 0 0
 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 9999.0
921@ = 921@     
if  and
03CA:   object 728@ exists
03CA:   object 727@ exists
 then
object.Destroy(728@)
object.Destroy(727@)
end
if   and
03CA:   object 187@ exists
03CA:   object 168@ exists
 then
object.Destroy(187@)
object.Destroy(168@)
end
    
// set_interior_at  -2102.01 184.56   radius 9999.0 access 1
 
:ENDING
//0ACA: show_text_box "Saving progress..."
$onmission = 0 
gosub @MUSIC_CLEANUP
gosub @SOUnd_Cleanup

//0151: remove_status_text $wave
065C: release_decision_maker 920@
014F: stop_timer $timer
01F0: set_max_wanted_level_to 6
03F0: enable_text_draw 0
audiostream.release($tacoLuigi_dead2)
audiostream.release($tacoLuigi_sound2)
audiostream.release($tacoLuigi_dead)
audiostream.release($tacoLuigi_sound)
audiostream.release($tacoLuigi_fail)
audiostream.release($tacoLuigi_buyb)
audiostream.release($tacoLuigi_buya)
052C: set_player $PLAYER_CHAR drunk_visuals 0 
audiostream.release($dead)
audiostream.Release(sound_switch_noise)
if 075C:   marker 8_ASSET_MARKER enabled
then
marker.Disable(8_ASSET_MARKER)
end    
04EF: release_animation   "INT_HOUSE"
04EF: release_animation   "BOMBER" 
camera.Restore_WithJumpCut()
 remove_all_unused_models
 remove_model_if_unused 1

end_thread

 


:ZOMBIES_SETUP
//attack_them


gosub @MODEL_RANDOM
if and
NOT 201@ == 0
856D: not  actor xENEMY1x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
201@ = 0 
 
xENEMY1x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY1x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY1x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY1x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY1x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY1x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY1x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY1x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy1x PED_PATH
081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY1x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY1x walking_actor_type  "oldman"
03FE: set_actor xENEMY1x money 0
04D8: set_actor xENEMY1x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY1x signal_after_kill 0
//07CB: set_actor xENEMY1x supporting_fire 0
02AB: set_actor xENEMY1x immunities BP 0 FP 0 EP 0 CP 0 MP 0 
                   
1yMAKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(1yMAKER1x,0)
marker.SetIconSize(1yMAKER1x, 1)
018B: set_marker 1yMAKER1x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end
if and
NOT 202@ == 0
 
856D: not  actor xENEMY2x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
202@ = 0 

xENEMY2x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY2x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY2x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY2x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY2x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY2x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY2x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY2x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy2x PED_PATH
081A: set_actor xENEMY2x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY2x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY2x walking_actor_type  "oldman"
03FE: set_actor xENEMY2x money 0
04D8: set_actor xENEMY2x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY2x signal_after_kill 0
//07CB: set_actor xENEMY2x supporting_fire 0
02AB: set_actor xENEMY2x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(1yMAKER2x,0)
marker.SetIconSize(1yMAKER2x, 1)
018B: set_marker 1yMAKER2x radar_mode MARKER_RADAR_MODE

TIMER_CUSTOM1 = 0
end
if and
NOT 203@ == 0
 
856D: not  actor xENEMY3x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
203@ = 0 

xENEMY3x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY3x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY3x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY3x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY3x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY3x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY3x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY3x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy3x PED_PATH
081A: set_actor xENEMY3x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY3x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY3x walking_actor_type  "oldman"
03FE: set_actor xENEMY3x money 0
04D8: set_actor xENEMY3x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY3x signal_after_kill 0
//07CB: set_actor xENEMY3x supporting_fire 0
02AB: set_actor xENEMY3x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER3x = marker.CreateAboveActor(xENEMY3x)
marker.SetColor(1yMAKER3x,0)
marker.SetIconSize(1yMAKER3x, 1)
018B: set_marker 1yMAKER3x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end
if and
NOT 204@ == 0
 
856D: not  actor xENEMY4x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
204@ = 0 

xENEMY4x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY4x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY4x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY4x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY4x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY4x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY4x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY4x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy4x PED_PATH
081A: set_actor xENEMY4x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY4x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY4x walking_actor_type  "oldman"
03FE: set_actor xENEMY4x money 0
04D8: set_actor xENEMY4x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY4x signal_after_kill 0
//07CB: set_actor xENEMY4x supporting_fire 0
02AB: set_actor xENEMY4x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER4x = marker.CreateAboveActor(xENEMY4x)
marker.SetColor(1yMAKER4x,0)
marker.SetIconSize(1yMAKER4x, 1)
018B: set_marker 1yMAKER4x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 205@ == 0
 
856D: not  actor xENEMY5x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
205@ = 0 

xENEMY5x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY5x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY5x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY5x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY5x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY5x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY5x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY5x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy5x PED_PATH
081A: set_actor xENEMY5x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY5x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY5x walking_actor_type  "oldman"
03FE: set_actor xENEMY5x money 0
04D8: set_actor xENEMY5x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY5x signal_after_kill 0
//07CB: set_actor xENEMY5x supporting_fire 0
02AB: set_actor xENEMY5x immunities BP 0 FP 0 EP 0 CP 0 MP 0
///////////05DE: AS_actor 0@ walk_around_ped_path
                      
1yMAKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(1yMAKER5x,0)
marker.SetIconSize(1yMAKER5x, 1)
018B: set_marker 1yMAKER5x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end
if and
NOT 206@ == 0
 
856D: not  actor xENEMY6x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
206@ = 0 

xENEMY6x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY6x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY6x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY6x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY6x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY6x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY6x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY6x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy6x PED_PATH
081A: set_actor xENEMY6x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY6x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY6x walking_actor_type  "oldman"
03FE: set_actor xENEMY6x money 0
04D8: set_actor xENEMY6x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY6x signal_after_kill 0
//07CB: set_actor xENEMY6x supporting_fire 0
02AB: set_actor xENEMY6x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(1yMAKER6x,0)
marker.SetIconSize(1yMAKER6x, 1)
018B: set_marker 1yMAKER6x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 207@ == 0
 
856D: not  actor xENEMY7x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
207@ = 0 

xENEMY7x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY7x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY7x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY7x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY7x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY7x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY7x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY7x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy7x PED_PATH
081A: set_actor xENEMY7x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY7x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY7x walking_actor_type  "oldman"
03FE: set_actor xENEMY7x money 0
04D8: set_actor xENEMY7x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY7x signal_after_kill 0
//07CB: set_actor xENEMY7x supporting_fire 0
02AB: set_actor xENEMY7x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(1yMAKER7x,0)
marker.SetIconSize(1yMAKER7x, 1)
018B: set_marker 1yMAKER7x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 208@ == 0
 
856D: not  actor xENEMY8x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
208@ = 0 

xENEMY8x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY8x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY8x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY8x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY8x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY8x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY8x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY8x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy8x PED_PATH
081A: set_actor xENEMY8x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY8x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY8x walking_actor_type  "oldman"
03FE: set_actor xENEMY8x money 0
04D8: set_actor xENEMY8x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY8x signal_after_kill 0
//07CB: set_actor xENEMY8x supporting_fire 0
 02AB: set_actor xENEMY8x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                     
1yMAKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(1yMAKER8x,0)
marker.SetIconSize(1yMAKER8x, 1)
018B: set_marker 1yMAKER8x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 209@ == 0
 
856D: not  actor xENEMY9x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
204@ = 0 

xENEMY9x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY9x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY9x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY9x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY9x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY9x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY9x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY9x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy9x PED_PATH
081A: set_actor xENEMY9x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY9x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY9x walking_actor_type  "oldman"
03FE: set_actor xENEMY9x money 0
04D8: set_actor xENEMY9x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY9x signal_after_kill 0
//07CB: set_actor xENEMY9x supporting_fire 0
 02AB: set_actor xENEMY9x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                     
1yMAKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(1yMAKER9x,0)
marker.SetIconSize(1yMAKER9x, 1)
018B: set_marker 1yMAKER9x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 210@ == 0
 
856D: not  actor xENEMY10x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
210@ = 0 
TIMER_CUSTOM1 = 0

xENEMY10x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY10x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY10x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY10x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY10x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY10x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY10x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY10x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy10x PED_PATH
081A: set_actor xENEMY10x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY10x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY10x walking_actor_type  "oldman"
03FE: set_actor xENEMY10x money 0
04D8: set_actor xENEMY10x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY10x signal_after_kill 0
//07CB: set_actor xENEMY10x supporting_fire 0
02AB: set_actor xENEMY10x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(1yMAKER10x,0)
marker.SetIconSize(1yMAKER10x, 1)
018B: set_marker 1yMAKER10x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end


if and
NOT 211@ == 0
 
856D: not  actor xENEMY11x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
211@ = 0 
TIMER_CUSTOM1 = 0
xENEMY11x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY11x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY11x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY11x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY11x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY11x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY11x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY11x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy11x PED_PATH
081A: set_actor xENEMY11x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY11x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY11x walking_actor_type  "oldman"
03FE: set_actor xENEMY11x money 0
04D8: set_actor xENEMY11x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY11x signal_after_kill 0
//07CB: set_actor xENEMY11x supporting_fire 0
02AB: set_actor xENEMY11x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER11x = marker.CreateAboveActor(xENEMY11x)
marker.SetColor(1yMAKER11x,0)
marker.SetIconSize(1yMAKER11x, 1)
018B: set_marker 1yMAKER11x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 212@ == 0
 
856D: not  actor xENEMY12x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
212@ = 0 

xENEMY12x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY12x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY12x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY12x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY12x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY12x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY12x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY12x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy12x PED_PATH
081A: set_actor xENEMY12x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY12x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY12x walking_actor_type  "oldman"
03FE: set_actor xENEMY12x money 0
04D8: set_actor xENEMY12x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY12x signal_after_kill 0
//07CB: set_actor xENEMY12x supporting_fire 0
02AB: set_actor xENEMY12x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER12x = marker.CreateAboveActor(xENEMY12x)
marker.SetColor(1yMAKER12x,0)
marker.SetIconSize(1yMAKER12x, 1)
018B: set_marker 1yMAKER12x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 213@ == 0
 
856D: not  actor xENEMY13x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
213@ = 0 

xENEMY13x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY13x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY13x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY13x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY13x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY13x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY13x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY13x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy13x PED_PATH
081A: set_actor xENEMY13x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY13x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY13x walking_actor_type  "oldman"
03FE: set_actor xENEMY13x money 0
04D8: set_actor xENEMY13x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY13x signal_after_kill 0
//07CB: set_actor xENEMY13x supporting_fire 0
02AB: set_actor xENEMY13x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER13x = marker.CreateAboveActor(xENEMY13x)
marker.SetColor(1yMAKER13x,0)
marker.SetIconSize(1yMAKER13x, 1)
018B: set_marker 1yMAKER13x radar_mode MARKER_RADAR_MODE
  TIMER_CUSTOM1 = 0

end

if and
NOT 214@ == 0
 
856D: not  actor xENEMY14x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
214@ = 0 

xENEMY14x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY14x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY14x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY14x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY14x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY14x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY14x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY14x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy14x PED_PATH
081A: set_actor xENEMY14x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY14x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY14x walking_actor_type  "oldman"
03FE: set_actor xENEMY14x money 0
04D8: set_actor xENEMY14x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY14x signal_after_kill 0
//07CB: set_actor xENEMY14x supporting_fire 0
02AB: set_actor xENEMY14x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER14x = marker.CreateAboveActor(xENEMY14x)
marker.SetColor(1yMAKER14x,0)
marker.SetIconSize(1yMAKER14x, 1)
018B: set_marker 1yMAKER14x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 215@ == 0
 
856D: not  actor xENEMY15x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
215@ = 0 

xENEMY15x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY15x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY15x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY15x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY15x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY15x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY15x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY15x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy15x PED_PATH
081A: set_actor xENEMY15x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY15x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY15x walking_actor_type  "oldman"
03FE: set_actor xENEMY15x money 0
04D8: set_actor xENEMY15x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY15x signal_after_kill 0
//07CB: set_actor xENEMY15x supporting_fire 0
02AB: set_actor xENEMY15x immunities BP 0 FP 0 EP 0 CP 0 MP 0
TIMER_CUSTOM1 = 0
                      
1yMAKER15x = marker.CreateAboveActor(xENEMY15x)
marker.SetColor(1yMAKER15x,0)
marker.SetIconSize(1yMAKER15x, 1)
018B: set_marker 1yMAKER15x radar_mode MARKER_RADAR_MODE

end

//More zombies

if and
875C:  not marker 1yMAKER16x enabled
 
856D: not  actor xENEMY16x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY16x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY16x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY16x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY16x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY16x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY16x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY16x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY16x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy16x PED_PATH
081A: set_actor xENEMY16x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY16x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY16x walking_actor_type  "oldman"
03FE: set_actor xENEMY16x money 0
04D8: set_actor xENEMY16x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY16x signal_after_kill 0
//07CB: set_actor xENEMY16x supporting_fire 0
02AB: set_actor xENEMY16x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER16x = marker.CreateAboveActor(xENEMY16x)
marker.SetColor(1yMAKER16x,0)
marker.SetIconSize(1yMAKER16x, 1)
018B: set_marker 1yMAKER16x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
875C:  not marker 1yMAKER17x enabled
 
856D: not  actor xENEMY17x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY17x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY17x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY17x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY17x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY17x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY17x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY17x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY17x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy17x PED_PATH
081A: set_actor xENEMY17x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY17x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY17x walking_actor_type  "oldman"
03FE: set_actor xENEMY17x money 0
04D8: set_actor xENEMY17x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY17x signal_after_kill 0
//07CB: set_actor xENEMY17x supporting_fire 0
02AB: set_actor xENEMY17x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER17x = marker.CreateAboveActor(xENEMY17x)
marker.SetColor(1yMAKER17x,0)
marker.SetIconSize(1yMAKER17x, 1)
018B: set_marker 1yMAKER17x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end


if and
875C:  not marker 1yMAKER18x enabled
 
856D: not  actor xENEMY18x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY18x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY18x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY18x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY18x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY18x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY18x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY18x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY18x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy18x PED_PATH
081A: set_actor xENEMY18x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY18x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY18x walking_actor_type  "oldman"
03FE: set_actor xENEMY18x money 0
04D8: set_actor xENEMY18x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY18x signal_after_kill 0
//07CB: set_actor xENEMY18x supporting_fire 0
02AB: set_actor xENEMY18x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER18x = marker.CreateAboveActor(xENEMY18x)
marker.SetColor(1yMAKER18x,0)
marker.SetIconSize(1yMAKER18x, 1)
018B: set_marker 1yMAKER18x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end


if and
875C:  not marker 1yMAKER19x enabled
 
856D: not  actor xENEMY19x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY19x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY19x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY19x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY19x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY19x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY19x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY19x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY19x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy19x PED_PATH
081A: set_actor xENEMY19x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY19x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY19x walking_actor_type  "oldman"
03FE: set_actor xENEMY19x money 0
04D8: set_actor xENEMY19x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY19x signal_after_kill 0
//07CB: set_actor xENEMY19x supporting_fire 0
02AB: set_actor xENEMY19x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER19x = marker.CreateAboveActor(xENEMY19x)
marker.SetColor(1yMAKER19x,0)
marker.SetIconSize(1yMAKER19x, 1)
018B: set_marker 1yMAKER19x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end



if and
875C:  not marker 1yMAKER20x enabled
856D: not  actor xENEMY20x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY20x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY20x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY20x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY20x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY20x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY20x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY20x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY20x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy20x PED_PATH
081A: set_actor xENEMY20x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY20x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY20x walking_actor_type  "oldman"
03FE: set_actor xENEMY20x money 0
04D8: set_actor xENEMY20x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY20x signal_after_kill 0
//07CB: set_actor xENEMY20x supporting_fire 0
02AB: set_actor xENEMY20x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER20x = marker.CreateAboveActor(xENEMY20x)
marker.SetColor(1yMAKER20x,0)
marker.SetIconSize(1yMAKER20x, 1)
018B: set_marker 1yMAKER20x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and
856D: not  actor xENEMY21x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY21x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY21x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY21x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY21x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY21x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY21x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY21x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY21x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xENEMY21x PED_PATH
081A: set_actor xENEMY21x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY21x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY21x walking_actor_type  "oldman"
03FE: set_actor xENEMY21x money 0
04D8: set_actor xENEMY21x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY21x signal_after_kill 0
//07CB: set_actor xENEMY21x supporting_fire 0
02AB: set_actor xENEMY21x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER21x = marker.CreateAboveActor(xENEMY21x)
marker.SetColor(1yMAKER21x,0)
marker.SetIconSize(1yMAKER21x, 1)
018B: set_marker 1yMAKER21x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end

if   and  
856D: not  actor xENEMY22x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY22x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY22x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY22x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY22x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY22x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY22x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY22x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY22x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xENEMY22x PED_PATH
081A: set_actor xENEMY22x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY22x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY22x walking_actor_type  "oldman"
03FE: set_actor xENEMY22x money 0
04D8: set_actor xENEMY22x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY22x signal_after_kill 0
//07CB: set_actor xENEMY22x supporting_fire 0
02AB: set_actor xENEMY22x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER22x = marker.CreateAboveActor(xENEMY22x)
marker.SetColor(1yMAKER22x,0)
marker.SetIconSize(1yMAKER22x, 1)
018B: set_marker 1yMAKER22x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end

if   and  
856D: not  actor xENEMY23x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY23x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY23x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY23x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY23x, WEAPONS_STYLE, 99999)
0446:  xENEMY23x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY23x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY23x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY23x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY23x PED_PATH
081A:  xENEMY23x weapon_skill_to SKILL_LEVEL
060F:  xENEMY23x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY23x walking_actor_type  "oldman"
03FE:  xENEMY23x money 0
04D8:  xENEMY23x drowns_in_water WATER_DROWNS
09B5:  xENEMY23x signal_after_kill 0
//07CB:  xENEMY23x supporting_fire 0
02AB:  xENEMY23x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY23x fire
                      
1yMAKER23x = marker.CreateAboveActor(xENEMY23x)
marker.SetColor(1yMAKER23x,0)
marker.SetIconSize(1yMAKER23x, 1)
018B:  1yMAKER23x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end

if   and  
856D: not  actor xENEMY24x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY24x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY24x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY24x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY24x, WEAPONS_STYLE, 99999)
0446:  xENEMY24x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY24x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY24x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY24x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY24x PED_PATH
081A:  xENEMY24x weapon_skill_to SKILL_LEVEL
060F:  xENEMY24x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY24x walking_actor_type  "oldman"
03FE:  xENEMY24x money 0
04D8:  xENEMY24x drowns_in_water WATER_DROWNS
09B5:  xENEMY24x signal_after_kill 0
//07CB:  xENEMY24x supporting_fire 0
02AB:  xENEMY24x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY24x fire
                                  
1yMAKER24x = marker.CreateAboveActor(xENEMY24x)
marker.SetColor(1yMAKER24x,0)
marker.SetIconSize(1yMAKER24x, 1)
018B:  1yMAKER24x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end

if   and  
856D: not  actor xENEMY25x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY25x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY25x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY25x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY25x, WEAPONS_STYLE, 99999)
0446:  xENEMY25x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY25x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY25x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY25x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY25x PED_PATH
081A:  xENEMY25x weapon_skill_to SKILL_LEVEL
060F:  xENEMY25x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY25x walking_actor_type  "oldman"
03FE:  xENEMY25x money 0
04D8:  xENEMY25x drowns_in_water WATER_DROWNS
09B5:  xENEMY25x signal_after_kill 0
//07CB:  xENEMY25x supporting_fire 0
02AB:  xENEMY25x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER25x = marker.CreateAboveActor(xENEMY25x)
marker.SetColor(1yMAKER25x,0)
marker.SetIconSize(1yMAKER25x, 1)
018B:  1yMAKER25x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end

if   and   
856D: not  actor xENEMY26x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY26x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY26x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY26x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY26x, WEAPONS_STYLE, 99999)
0446:  xENEMY26x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY26x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY26x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY26x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY26x PED_PATH
081A:  xENEMY26x weapon_skill_to SKILL_LEVEL
060F:  xENEMY26x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY26x walking_actor_type  "oldman"
03FE:  xENEMY26x money 0
04D8:  xENEMY26x drowns_in_water WATER_DROWNS
09B5:  xENEMY26x signal_after_kill 0
//07CB:  xENEMY26x supporting_fire 0
02AB:  xENEMY26x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER26x = marker.CreateAboveActor(xENEMY26x)
marker.SetColor(1yMAKER26x,0)
marker.SetIconSize(1yMAKER26x, 1)
018B:  1yMAKER26x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end

if   and  
856D: not  actor xENEMY27x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY27x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY27x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY27x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY27x, WEAPONS_STYLE, 99999)
0446:  xENEMY27x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY27x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY27x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY27x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY27x PED_PATH
081A:  xENEMY27x weapon_skill_to SKILL_LEVEL
060F:  xENEMY27x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY27x walking_actor_type  "oldman"
03FE:  xENEMY27x money 0
04D8:  xENEMY27x drowns_in_water WATER_DROWNS
09B5:  xENEMY27x signal_after_kill 0
//07CB:  xENEMY27x supporting_fire 0
02AB:  xENEMY27x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY27x fire
                      
1yMAKER27x = marker.CreateAboveActor(xENEMY27x)
marker.SetColor(1yMAKER27x,0)
marker.SetIconSize(1yMAKER27x, 1)
018B:  1yMAKER27x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end

if   and  
856D: not  actor xENEMY28x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY28x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY28x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY28x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY28x, WEAPONS_STYLE, 99999)
0446:  xENEMY28x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY28x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY28x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY28x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY28x PED_PATH
081A:  xENEMY28x weapon_skill_to SKILL_LEVEL
060F:  xENEMY28x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY28x walking_actor_type  "oldman"
03FE:  xENEMY28x money 0
04D8:  xENEMY28x drowns_in_water WATER_DROWNS
09B5:  xENEMY28x signal_after_kill 0
//07CB:  xENEMY28x supporting_fire 0
02AB:  xENEMY28x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY28x fire
                      
1yMAKER28x = marker.CreateAboveActor(xENEMY28x)
marker.SetColor(1yMAKER28x,0)
marker.SetIconSize(1yMAKER28x, 1)
018B:  1yMAKER28x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
end


if   and  
856D: not  actor xENEMY29x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY29x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY29x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY29x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY29x, WEAPONS_STYLE, 99999)
0446:  xENEMY29x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY29x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY29x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY29x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY29x PED_PATH
081A:  xENEMY29x weapon_skill_to SKILL_LEVEL
060F:  xENEMY29x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY29x walking_actor_type  "oldman"
03FE:  xENEMY29x money 0
04D8:  xENEMY29x drowns_in_water WATER_DROWNS
09B5:  xENEMY29x signal_after_kill 0
//07CB:  xENEMY29x supporting_fire 0
02AB:  xENEMY29x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER29x = marker.CreateAboveActor(xENEMY29x)
marker.SetColor(1yMAKER29x,0)
marker.SetIconSize(1yMAKER29x, 1)
018B:  1yMAKER29x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY30x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY30x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY30x) =  1fire_health
actor.WeaponAccuracy(xENEMY30x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY30x, WEAPONS_STYLE, 99999)
0446:  xENEMY30x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY30x fighting_style_to 5 moves 6
07DD:  xENEMY30x attack_rate 75 // previously known as temper_to
0946:  xENEMY30x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY30x PED_PATH
081A:  xENEMY30x weapon_skill_to SKILL_LEVEL
060F:  xENEMY30x melee_accuracy_to 65.0
0245:   xENEMY30x walking_actor_type  "oldman"
03FE:  xENEMY30x money 0
04D8:  xENEMY30x drowns_in_water WATER_DROWNS
09B5:  xENEMY30x signal_after_kill 0
//07CB:  xENEMY30x supporting_fire 0
02AB:  xENEMY30x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY30x fire
                      
1yMAKER30x = marker.CreateAboveActor(xENEMY30x)
marker.SetColor(1yMAKER30x,0)
marker.SetIconSize(1yMAKER30x, 1)
018B:  1yMAKER30x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY31x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY31x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY31x) =  1fire_health
actor.WeaponAccuracy(xENEMY31x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY31x, WEAPONS_STYLE, 99999)
0446:  xENEMY31x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY31x fighting_style_to 5 moves 6
07DD:  xENEMY31x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY31x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY31x PED_PATH
081A:  xENEMY31x weapon_skill_to SKILL_LEVEL
060F:  xENEMY31x melee_accuracy_to 70.0
0245:   xENEMY31x walking_actor_type  "oldman"
03FE:  xENEMY31x money 0
04D8:  xENEMY31x drowns_in_water WATER_DROWNS
09B5:  xENEMY31x signal_after_kill 0
//07CB:  xENEMY31x supporting_fire 0
02AB:  xENEMY31x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY31x fire
                      
1yMAKER31x = marker.CreateAboveActor(xENEMY31x)
marker.SetColor(1yMAKER31x,0)
marker.SetIconSize(1yMAKER31x, 1)
018B:  1yMAKER31x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY32x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY32x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY32x) =  1fire_health
actor.WeaponAccuracy(xENEMY32x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY32x, WEAPONS_STYLE, 99999)
0446:  xENEMY32x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY32x fighting_style_to 5 moves 6
07DD:  xENEMY32x attack_rate 75 // previously known as temper_to
0946:  xENEMY32x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY32x PED_PATH
081A:  xENEMY32x weapon_skill_to SKILL_LEVEL
060F:  xENEMY32x melee_accuracy_to 70.0
0245:   xENEMY32x walking_actor_type  "oldman"
03FE:  xENEMY32x money 0
04D8:  xENEMY32x drowns_in_water WATER_DROWNS
09B5:  xENEMY32x signal_after_kill 0
//07CB:  xENEMY32x supporting_fire 0
02AB:  xENEMY32x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY32x fire
                      
1yMAKER32x = marker.CreateAboveActor(xENEMY32x)
marker.SetColor(1yMAKER32x,0)
marker.SetIconSize(1yMAKER32x, 1)
018B:  1yMAKER32x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY33x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY33x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY33x) =  1fire_health
actor.WeaponAccuracy(xENEMY33x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY33x, WEAPONS_STYLE, 99999)
0446:  xENEMY33x dismemberment_possible 0
07FE:  xENEMY33x fighting_style_to 5  moves 6
07DD:  xENEMY33x attack_rate 80 // previously known as temper_to
0946:  xENEMY33x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY33x PED_PATH
081A:  xENEMY33x weapon_skill_to SKILL_LEVEL
060F:  xENEMY33x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY33x walking_actor_type  "oldman"
03FE:  xENEMY33x money 0
04D8:  xENEMY33x drowns_in_water WATER_DROWNS
09B5:  xENEMY33x signal_after_kill 0
//07CB:  xENEMY33x supporting_fire 0
02AB:  xENEMY33x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY33x fire
                      
1yMAKER33x = marker.CreateAboveActor(xENEMY33x)
marker.SetColor(1yMAKER33x,0)
marker.SetIconSize(1yMAKER33x, 1)
018B:  1yMAKER33x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY34x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY34x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY34x) =  1brute_health
actor.WeaponAccuracy(xENEMY34x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY34x, WEAPONS_STYLE, 99999)
0446:  xENEMY34x dismemberment_possible 0
07FE:  xENEMY34x fighting_style_to 7 moves 6
07DD:  xENEMY34x attack_rate 100 // previously known as temper_to
0946:  xENEMY34x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY34x PED_PATH
081A:  xENEMY34x weapon_skill_to SKILL_LEVEL
060F:  xENEMY34x melee_accuracy_to 100.0
0245:   xENEMY34x walking_actor_type  "oldman"
03FE:  xENEMY34x money 0
04D8:  xENEMY34x drowns_in_water WATER_DROWNS
09B5:  xENEMY34x signal_after_kill 0
//07CB:  xENEMY34x supporting_fire 0
02AB:  xENEMY34x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY34x fire
                      
1yMAKER34x = marker.CreateAboveActor(xENEMY34x)
marker.SetColor(1yMAKER34x,0)
marker.SetIconSize(1yMAKER34x, 1)
018B:  1yMAKER34x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end


if   and  
856D: not  actor xENEMY35x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY35x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY35x) =  1brute_health
actor.WeaponAccuracy(xENEMY35x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY35x, WEAPONS_STYLE, 99999)
0446:  xENEMY35x dismemberment_possible 0
07FE:  xENEMY35x fighting_style_to 7 moves 6
07DD:  xENEMY35x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY35x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY35x PED_PATH
081A:  xENEMY35x weapon_skill_to SKILL_LEVEL
060F:  xENEMY35x melee_accuracy_to 100.0
0245:   xENEMY35x walking_actor_type  "oldman"
03FE:  xENEMY35x money 0
04D8:  xENEMY35x drowns_in_water WATER_DROWNS
09B5:  xENEMY35x signal_after_kill 0
//07CB:  xENEMY35x supporting_fire 0
02AB:  xENEMY35x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY35x fire
                      
1yMAKER35x = marker.CreateAboveActor(xENEMY35x)
marker.SetColor(1yMAKER35x,0)
marker.SetIconSize(1yMAKER35x, 1)
018B:  1yMAKER35x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end


if   and  
856D: not  actor xENEMY36x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY36x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY36x) =  1brute_health
actor.WeaponAccuracy(xENEMY36x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY36x, WEAPONS_STYLE, 99999)
0446:  xENEMY36x dismemberment_possible 0
07FE:  xENEMY36x fighting_style_to 7 moves 6
07DD:  xENEMY36x attack_rate 100 // previously known as temper_to
0946:  xENEMY36x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY36x PED_PATH
081A:  xENEMY36x weapon_skill_to SKILL_LEVEL
060F:  xENEMY36x melee_accuracy_to 100.0
0245:   xENEMY36x walking_actor_type  "oldman"
03FE:  xENEMY36x money 0
04D8:  xENEMY36x drowns_in_water WATER_DROWNS
09B5:  xENEMY36x signal_after_kill 0
//07CB:  xENEMY36x supporting_fire 0
02AB:  xENEMY36x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0ED9: set_char_ignore_damage_anims xENEMY36x 1  
                      
1yMAKER36x = marker.CreateAboveActor(xENEMY36x)
marker.SetColor(1yMAKER36x,0)
marker.SetIconSize(1yMAKER36x, 1)
018B:  1yMAKER36x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end


if   and  
856D: not  actor xENEMY37x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY37x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY37x) =  1brute_health
actor.WeaponAccuracy(xENEMY37x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY37x, WEAPONS_STYLE, 99999)
0446:  xENEMY37x dismemberment_possible 0
07FE:  xENEMY37x fighting_style_to 7 moves 6
07DD:  xENEMY37x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY37x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY37x PED_PATH
081A:  xENEMY37x weapon_skill_to SKILL_LEVEL
060F:  xENEMY37x melee_accuracy_to 100.0
0245:   xENEMY37x walking_actor_type  "oldman"
03FE:  xENEMY37x money 0
04D8:  xENEMY37x drowns_in_water WATER_DROWNS
09B5:  xENEMY37x signal_after_kill 0
//07CB:  xENEMY37x supporting_fire 0
02AB:  xENEMY37x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0ED9: set_char_ignore_damage_anims xENEMY37x 1  
0326: 620@ = create_actor xENEMY37x fire
 
1yMAKER37x = marker.CreateAboveActor(xENEMY37x)
marker.SetColor(1yMAKER37x,0)
marker.SetIconSize(1yMAKER37x, 1)
018B:  1yMAKER37x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY38x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY38x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY38x) =  1brute_health
actor.WeaponAccuracy(xENEMY38x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY38x, WEAPONS_STYLE, 99999)
0446:  xENEMY38x dismemberment_possible 0   
07FE:  xENEMY38x fighting_style_to 7 moves 6
07DD:  xENEMY38x attack_rate 100 // previously known as temper_to
0946:  xENEMY38x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY38x PED_PATH
081A:  xENEMY38x weapon_skill_to SKILL_LEVEL
060F:  xENEMY38x melee_accuracy_to 100.0
0245:   xENEMY38x walking_actor_type  "oldman"
03FE:  xENEMY38x money 0
04D8:  xENEMY38x drowns_in_water WATER_DROWNS
09B5:  xENEMY38x signal_after_kill 0
//07CB:  xENEMY38x supporting_fire 0
02AB:  xENEMY38x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0ED9: set_char_ignore_damage_anims xENEMY38x 1  
                      
1yMAKER38x = marker.CreateAboveActor(xENEMY38x)
marker.SetColor(1yMAKER38x,0)
marker.SetIconSize(1yMAKER38x, 1)
018B:  1yMAKER38x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY39x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY39x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY39x) =  1brute_health 
actor.WeaponAccuracy(xENEMY39x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY39x, WEAPONS_STYLE, 99999)
0446:  xENEMY39x dismemberment_possible 0
07FE:  xENEMY39x fighting_style_to 7 moves 6
07DD:  xENEMY39x attack_rate 100 // previously known as temper_to
0946:  xENEMY39x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY39x PED_PATH
081A:  xENEMY39x weapon_skill_to SKILL_LEVEL
060F:  xENEMY39x melee_accuracy_to 100.0
0245:   xENEMY39x walking_actor_type  "oldman"
03FE:  xENEMY39x money 0
04D8:  xENEMY39x drowns_in_water WATER_DROWNS
09B5:  xENEMY39x signal_after_kill 0
//07CB:  xENEMY39x supporting_fire 0
02AB:  xENEMY39x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0ED9: set_char_ignore_damage_anims xENEMY39x 1  

                    
1yMAKER39x = marker.CreateAboveActor(xENEMY39x)
marker.SetColor(1yMAKER39x,0)
marker.SetIconSize(1yMAKER39x, 1)
018B:  1yMAKER39x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

if   and  
856D: not  actor xENEMY40x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY40x = actor.Create(14, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY40x) =  1brute_health
actor.WeaponAccuracy(xENEMY40x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY40x, WEAPONS_STYLE, 99999)
0446:  xENEMY40x dismemberment_possible 0
07FE:  xENEMY40x fighting_style_to 7 moves 6
07DD:  xENEMY40x attack_rate 100 // previously known as temper_to
0946:  xENEMY40x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY40x PED_PATH
081A:  xENEMY40x weapon_skill_to SKILL_LEVEL
060F:  xENEMY40x melee_accuracy_to 100.0
0245:   xENEMY40x walking_actor_type  "oldman"
03FE:  xENEMY40x money 0
04D8:  xENEMY40x drowns_in_water WATER_DROWNS
09B5:  xENEMY40x signal_after_kill 0
//07CB:  xENEMY40x supporting_fire 0
02AB:  xENEMY40x immunities BP 0 FP 1 EP 0 CP 0 MP 0
0326: 620@ = create_actor xENEMY40x fire
0ED9: set_char_ignore_damage_anims xENEMY40x 1
                      
1yMAKER40x = marker.CreateAboveActor(xENEMY40x)
marker.SetColor(1yMAKER40x,0)
marker.SetIconSize(1yMAKER40x, 1)
018B:  1yMAKER40x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end

//GANG LOST
if and
056D:   actor xENEMY1x defined
201@ >= -1
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY1x radius 810@ 811@ 812@ sphere 0
    then
    201@ = 1
    
    marker.Disable(1yMAKER1x)
    actor.DestroyInstantly(xENEMY1x)
    end
end
if  and
202@ >= -1
056D:   actor xENEMY2x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY2x radius 810@ 811@ 812@ sphere 0
    then
    202@ = 1
    
       marker.Disable(1yMAKER2x)
    actor.DestroyInstantly(xENEMY2x)
    end
end
if  and
203@ >= -1
056D:   actor xENEMY3x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY3x radius 810@ 811@ 812@ sphere 0
    then
    203@ = 1
    
       marker.Disable(1yMAKER3x)
    actor.DestroyInstantly(xENEMY3x)
    end
end
if  and
204@ >= -1
056D:   actor xENEMY4x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY4x radius 810@ 811@ 812@ sphere 0
    then
    204@ = 1
    
       marker.Disable(1yMAKER4x)
    actor.DestroyInstantly(xENEMY4x)
    end
end
if  and
056D:   actor xENEMY5x defined
205@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY5x radius 810@ 811@ 812@ sphere 0
    then
    205@ = 1
    
       marker.Disable(1yMAKER5x)
    actor.DestroyInstantly(xENEMY5x)
    end
end
if  and
056D:   actor xENEMY6x defined
206@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY6x radius 810@ 811@ 812@ sphere 0
    then
    206@ = 1
    
       marker.Disable(1yMAKER6x)
    actor.DestroyInstantly(xENEMY6x)
    end
end
if  and
056D:   actor xENEMY7x defined
207@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY7x radius 810@ 811@ 812@ sphere 0
    then
    207@ = 1
    
       marker.Disable(1yMAKER7x)
    actor.DestroyInstantly(xENEMY7x)
    end
end
if  and
056D:   actor xENEMY8x defined
208@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY8x radius 810@ 811@ 812@ sphere 0
    then
    208@ = 1
    
       marker.Disable(1yMAKER8x)
    actor.DestroyInstantly(xENEMY8x)
    end
end
if  and
056D:   actor xENEMY9x defined
209@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY9x radius 810@ 811@ 812@ sphere 0
    then
    209@ = 1
    
       marker.Disable(1yMAKER9x)
    actor.DestroyInstantly(xENEMY9x)
    end
end
if  and
056D:   actor xENEMY10x defined
210@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY10x radius 810@ 811@ 812@ sphere 0
    then
    210@ = 1
      marker.Disable(1yMAKER10x)
    actor.DestroyInstantly(xENEMY10x)
    end
end
if  and
056D:   actor xENEMY11x defined
211@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY11x radius 810@ 811@ 812@ sphere 0
    then
    211@ = 1
    
       marker.Disable(1yMAKER11x)
    actor.DestroyInstantly(xENEMY11x)
    end
end
if  and
056D:   actor xENEMY12x defined
212@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY12x radius 810@ 811@ 812@ sphere 0
    then
    212@ = 1
    
       marker.Disable(1yMAKER12x)
    actor.DestroyInstantly(xENEMY12x)
    end
end
if  and
056D:   actor xENEMY13x defined
213@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY13x radius 810@ 811@ 812@ sphere 0
    then
    213@ = 1
    
       marker.Disable(1yMAKER13x)
    actor.DestroyInstantly(xENEMY13x)
    end
end
if  and
056D:   actor xENEMY14x defined
214@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY14x radius 810@ 811@ 812@ sphere 0
    then
    214@ = 1
    
       marker.Disable(1yMAKER14x)
    actor.DestroyInstantly(xENEMY14x)
    end
end
if  and
056D:   actor xENEMY15x defined
215@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY15x radius 810@ 811@ 812@ sphere 0
    then
    215@ = 1
    
       marker.Disable(1yMAKER15x)
    actor.DestroyInstantly(xENEMY15x)
    end
end
if  
056D:   actor xENEMY16x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY16x radius 810@ 811@ 812@ sphere 0
    then
 
       marker.Disable(1yMAKER16x)
    actor.DestroyInstantly(xENEMY16x)
    end
end
if  
056D:   actor xENEMY17x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY17x radius 810@ 811@ 812@ sphere 0
    then

    
       marker.Disable(1yMAKER17x)
    actor.DestroyInstantly(xENEMY17x)
    end
end
if  
056D:   actor xENEMY18x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY18x radius 810@ 811@ 812@ sphere 0
    then
 
       marker.Disable(1yMAKER18x)
    actor.DestroyInstantly(xENEMY18x)
    end
end
if  
056D:   actor xENEMY19x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY19x radius 810@ 811@ 812@ sphere 0
    then                                 
   
       marker.Disable(1yMAKER19x)
    actor.DestroyInstantly(xENEMY19x)
    end
end
if  
056D:   actor xENEMY20x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY20x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER20x)
    actor.DestroyInstantly(xENEMY20x)
    end
end

if  
056D:   actor xENEMY21x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY21x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER21x)
       actor.DestroyInstantly(xENEMY21x)
    end
end

if  
056D:   actor xENEMY22x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY22x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER22x)
       actor.DestroyInstantly(xENEMY22x)
    end
end

if  
056D:   actor xENEMY23x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY23x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER23x)
       actor.DestroyInstantly(xENEMY23x)
    end
end

if  
056D:   actor xENEMY24x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY24x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER24x)
       actor.DestroyInstantly(xENEMY24x)
    end
end

if  
056D:   actor xENEMY25x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY25x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER25x)
       actor.DestroyInstantly(xENEMY25x)
    end
end

if  
056D:   actor xENEMY26x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY26x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER26x)
       actor.DestroyInstantly(xENEMY26x)
    end
end

if  
056D:   actor xENEMY27x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY27x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER27x)
       actor.DestroyInstantly(xENEMY27x)
    end
end

if  
056D:   actor xENEMY28x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY28x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER28x)
       actor.DestroyInstantly(xENEMY28x)
    end
end


if  
056D:   actor xENEMY29x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY29x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER29x)
       actor.DestroyInstantly(xENEMY29x)
    end
end

if  
056D:   actor xENEMY30x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY30x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER30x)
       actor.DestroyInstantly(xENEMY30x)
    end
end

if  
056D:   actor xENEMY31x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY31x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER31x)
       actor.DestroyInstantly(xENEMY31x)
    end
end

if  
056D:   actor xENEMY32x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY32x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER32x)
       actor.DestroyInstantly(xENEMY32x)
    end
end

if  
056D:   actor xENEMY33x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY33x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER33x)
       actor.DestroyInstantly(xENEMY33x)
    end
end

if  
056D:   actor xENEMY34x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY34x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER34x)
       actor.DestroyInstantly(xENEMY34x)
    end
end

if  
056D:   actor xENEMY35x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY35x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER35x)
       actor.DestroyInstantly(xENEMY35x)
    end
end

if  
056D:   actor xENEMY36x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY36x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER36x)
       actor.DestroyInstantly(xENEMY36x)
    end
end

if  
056D:   actor xENEMY37x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY37x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER37x)
       actor.DestroyInstantly(xENEMY37x)
    end
end

if  
056D:   actor xENEMY38x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY38x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER38x)
       actor.DestroyInstantly(xENEMY38x)
    end
end

if  
056D:   actor xENEMY39x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY39x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER39x)
       actor.DestroyInstantly(xENEMY39x)
    end
end

if  
056D:   actor xENEMY40x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY40x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER40x)
       actor.DestroyInstantly(xENEMY40x)
    end
end

//:GANG_KILL_CHECK
if and
056D:   actor xENEMY1x defined
201@ == 0
then
    if 
    actor.Dead(xENEMY1x)
    then
    201@ = 1 
    ZOMBIE_KILLS += 1
         0109: player $PLAYER_CHAR money += money_Level

    marker.Disable(1yMAKER1x)
    actor.RemoveReferences(xENEMY1x)

    end
end
if  and
202@ == 0
056D:   actor xENEMY2x defined

then
    if 
    actor.Dead(xENEMY2x)
    then
    202@ = 1
    ZOMBIE_KILLS += 1   
       marker.Disable(1yMAKER2x)
    actor.RemoveReferences(xENEMY2x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
203@ == 0
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then
    203@ = 1          
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER3x)
    actor.RemoveReferences(xENEMY3x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
204@ == 0
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then
    204@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER4x)
    actor.RemoveReferences(xENEMY4x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY5x defined
205@ == 0 
then
    if 
    actor.Dead(xENEMY5x)
    then
    205@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER5x)
    actor.RemoveReferences(xENEMY5x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY6x defined
206@ == 0 
then
    if 
    actor.Dead(xENEMY6x)
    then
    206@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER6x)
    actor.RemoveReferences(xENEMY6x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY7x defined
207@ == 0 
then
    if 
    actor.Dead(xENEMY7x)
    then
    207@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER7x)
    actor.RemoveReferences(xENEMY7x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY8x defined
208@ == 0 
then
    if 
    actor.Dead(xENEMY8x)
    then
    208@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER8x)
    actor.RemoveReferences(xENEMY8x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY9x defined
209@ == 0 
then
    if 
    actor.Dead(xENEMY9x)
    then
    209@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER9x)
    actor.RemoveReferences(xENEMY9x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY10x defined
210@ == 0 
then
    if 
    actor.Dead(xENEMY10x)
    then
    210@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER10x)
    actor.RemoveReferences(xENEMY10x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY11x defined
211@ == 0 
then
    if 
    actor.Dead(xENEMY11x)
    then
    211@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER11x)
    actor.RemoveReferences(xENEMY11x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY12x defined
212@ == 0 
then
    if 
    actor.Dead(xENEMY12x)
    then
    212@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER12x)
    actor.RemoveReferences(xENEMY12x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY13x defined
213@ == 0 
then
    if 
    actor.Dead(xENEMY13x)
    then
    213@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER13x)
    actor.RemoveReferences(xENEMY13x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY14x defined
214@ == 0 
then
    if 
    actor.Dead(xENEMY14x)
    then
    214@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER14x)
    actor.RemoveReferences(xENEMY14x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY15x defined
215@ == 0 
then
    if 
    actor.Dead(xENEMY15x)
    then
    215@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER15x)
    actor.RemoveReferences(xENEMY15x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and
075C:   marker 1yMAKER16x enabled
056D:   actor xENEMY16x defined

then
    if 
    actor.Dead(xENEMY16x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER16x)
    actor.RemoveReferences(xENEMY16x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and
075C:   marker 1yMAKER17x enabled
056D:   actor xENEMY17x defined

then
    if 
    actor.Dead(xENEMY17x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER17x)
    actor.RemoveReferences(xENEMY17x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if  and
056D:   actor xENEMY18x defined
075C:   marker 1yMAKER18x enabled
then
    if 
    actor.Dead(xENEMY18x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER18x)
    actor.RemoveReferences(xENEMY18x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if  and
056D:   actor xENEMY19x defined
075C:   marker 1yMAKER19x enabled
then
    if 
    actor.Dead(xENEMY19x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER19x)
    actor.RemoveReferences(xENEMY19x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and
056D:   actor xENEMY20x defined
075C:   marker 1yMAKER20x enabled

then
    if 
    actor.Dead(xENEMY20x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER20x)
    actor.RemoveReferences(xENEMY20x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY21x defined
//075C:   marker 1yMAKER21x enabled

then
    if 
    actor.Dead(xENEMY21x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER21x)
    actor.RemoveReferences(xENEMY21x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY22x defined
//075C:   marker 1yMAKER22x enabled

then
    if 
    actor.Dead(xENEMY22x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER22x)
    actor.RemoveReferences(xENEMY22x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY23x defined
//075C:   marker 1yMAKER23x enabled

then
    if 
    actor.Dead(xENEMY23x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER23x)
    actor.RemoveReferences(xENEMY23x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY24x defined
//075C:   marker 1yMAKER24x enabled

then
    if 
    actor.Dead(xENEMY24x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER24x)
    actor.RemoveReferences(xENEMY24x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY25x defined
//075C:   marker 1yMAKER25x enabled

then
    if 
    actor.Dead(xENEMY25x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER25x)
    actor.RemoveReferences(xENEMY25x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY26x defined
//075C:   marker 1yMAKER26x enabled

then
    if 
    actor.Dead(xENEMY26x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER26x)
    actor.RemoveReferences(xENEMY26x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY27x defined
//075C:   marker 1yMAKER27x enabled

then
    if 
    actor.Dead(xENEMY27x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER27x)
    actor.RemoveReferences(xENEMY27x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY28x defined
//075C:   marker 1yMAKER28x enabled

then
    if 
    actor.Dead(xENEMY28x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER28x)
    actor.RemoveReferences(xENEMY28x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY29x defined
//075C:   marker 1yMAKER29x enabled

then
    if 
    actor.Dead(xENEMY29x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER29x)
    actor.RemoveReferences(xENEMY29x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end


if    
056D:   actor xENEMY30x defined
//075C:   marker 1yMAKER30x enabled

then
    if 
    actor.Dead(xENEMY30x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER30x)
    actor.RemoveReferences(xENEMY30x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY31x defined
//075C:   marker 1yMAKER31x enabled

then
    if 
    actor.Dead(xENEMY31x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER31x)
    actor.RemoveReferences(xENEMY31x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY32x defined
//075C:   marker 1yMAKER32x enabled

then
    if 
    actor.Dead(xENEMY32x)
    then
    00A0: store_actor xENEMY32x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 3 camera_shake 2.0    
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER32x)
    actor.DestroyInstantly(xENEMY32x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY33x defined
//075C:   marker 1yMAKER33x enabled

then
    if 
    actor.Dead(xENEMY33x)
    then
    00A0: store_actor xENEMY33x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 2 camera_shake 2.0    
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER33x)
    actor.DestroyInstantly(xENEMY33x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY34x defined
//075C:   marker 1yMAKER34x enabled

then
    if 
    actor.Dead(xENEMY34x)
    then
    00A0: store_actor xENEMY34x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 11 camera_shake 2.0        
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER34x)
    actor.DestroyInstantly(xENEMY34x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY35x defined
//075C:   marker 1yMAKER35x enabled

then
    if 
    actor.Dead(xENEMY35x)
    then  
    00A0: store_actor xENEMY35x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 11 camera_shake 2.0        
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER35x)
    actor.DestroyInstantly(xENEMY35x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY36x defined
//075C:   marker 1yMAKER36x enabled

then
    if 
    actor.Dead(xENEMY36x)
    then
    00A0: store_actor xENEMY36x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 11 camera_shake 2.0        
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER36x)
    actor.DestroyInstantly(xENEMY36x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY37x defined
//075C:   marker 1yMAKER37x enabled

then
    if 
    actor.Dead(xENEMY37x)
    then
    ZOMBIE_KILLS += 1
    00A0: store_actor xENEMY37x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 11 camera_shake 2.0        
       marker.Disable(1yMAKER37x)
    actor.DestroyInstantly(xENEMY37x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY38x defined
//075C:   marker 1yMAKER38x enabled

then
    if 
    actor.Dead(xENEMY38x)
    then
    00A0: store_actor xENEMY38x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 11 camera_shake 2.0        
    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER38x)
    actor.DestroyInstantly(xENEMY38x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY39x defined
////075C:   marker 1yMAKER39x enabled

then
    if 
    actor.Dead(xENEMY39x)
    then
    ZOMBIE_KILLS += 1
    00A0: store_actor xENEMY39x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 11 camera_shake 2.0    
       marker.Disable(1yMAKER39x)
    actor.DestroyInstantly(xENEMY39x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if    
056D:   actor xENEMY40x defined
////075C:   marker 1yMAKER40x enabled

then
    if 
    actor.Dead(xENEMY40x)
    then
    00A0: store_actor xENEMY40x position_to 190@ 192@ 193@
    0948: create_explosion_at 190@ 192@ 193@  type 11 camera_shake 2.0

    ZOMBIE_KILLS += 1
       marker.Disable(1yMAKER40x)
    actor.DestroyInstantly(xENEMY40x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
return


:ZOMBIES_CLEANUP
if 
056D:   actor xENEMY1x defined

then
 
////////(xENEMY1x)

   ////////01@ = 1 
    
    marker.Disable(1yMAKER1x)
    actor.DestroyInstantly(xENEMY1x)

end
if  
056D:   actor xENEMY2x defined

then
 
////////(xENEMY2x)

   ////////02@ = 1
    
       marker.Disable(1yMAKER2x)
    actor.DestroyInstantly(xENEMY2x)

end
if 
056D:   actor xENEMY3x defined

then
 
////////(xENEMY3x)

   ////////03@ = 1
    
       marker.Disable(1yMAKER3x)
    actor.DestroyInstantly(xENEMY3x)

end
if 
056D:   actor xENEMY4x defined

then
 
////////(xENEMY4x)

   ////////04@ = 1
    
       marker.Disable(1yMAKER4x)
    actor.DestroyInstantly(xENEMY4x)

end
if  
056D:   actor xENEMY5x defined
 
then
 
////////(xENEMY5x)

   ////////05@ = 1
    
       marker.Disable(1yMAKER5x)
    actor.DestroyInstantly(xENEMY5x)

end
if
056D:   actor xENEMY6x defined

then
 
////////(xENEMY6x)

   ////////06@ = 1
    
       marker.Disable(1yMAKER6x)
    actor.DestroyInstantly(xENEMY6x)

end
if
056D:   actor xENEMY7x defined

then
 
////////(xENEMY7x)

   ////////07@ = 1
    
       marker.Disable(1yMAKER7x)
    actor.DestroyInstantly(xENEMY7x)

end
if
056D:   actor xENEMY8x defined
 
then
 
////////(xENEMY8x)

   ////////08@ = 1
    
       marker.Disable(1yMAKER8x)
    actor.DestroyInstantly(xENEMY8x)

end
if
056D:   actor xENEMY9x defined
 
then
 
////////(xENEMY9x)

   ////////09@ = 1
    
       marker.Disable(1yMAKER9x)
    actor.DestroyInstantly(xENEMY9x)

end
if
056D:   actor xENEMY10x defined

then
 
////////(xENEMY10x)

   ////////10@ = 1
    
       marker.Disable(1yMAKER10x)
    actor.DestroyInstantly(xENEMY10x)

end
if
056D:   actor xENEMY11x defined

then
 
////////(xENEMY11x)

   ////////11@ = 1
    
       marker.Disable(1yMAKER11x)
    actor.DestroyInstantly(xENEMY11x)

end
if
056D:   actor xENEMY12x defined

then
 
////////(xENEMY12x)

   ////////12@ = 1
    
       marker.Disable(1yMAKER12x)
    actor.DestroyInstantly(xENEMY12x)

end
if
056D:   actor xENEMY13x defined
 
then
 
////////(xENEMY13x)

   ////////13@ = 1
    
       marker.Disable(1yMAKER13x)
    actor.DestroyInstantly(xENEMY13x)

end
if
056D:   actor xENEMY14x defined

then
 
////////(xENEMY14x)

   ////////14@ = 1
    
       marker.Disable(1yMAKER14x)
    actor.DestroyInstantly(xENEMY14x)

end
if
056D:   actor xENEMY15x defined

then
 
////////(xENEMY15x)

   ////////15@ = 1
    
       marker.Disable(1yMAKER15x)
    actor.DestroyInstantly(xENEMY15x)

end        
if
056D:   actor xENEMY16x defined

then
 
////////(xENEMY16x)

   ////////16@ = 1
    
       marker.Disable(1yMAKER16x)
    actor.DestroyInstantly(xENEMY16x)

end
if
056D:   actor xENEMY17x defined

then
 
////////(xENEMY17x)

   ////////17@ = 1
    
       marker.Disable(1yMAKER17x)
    actor.DestroyInstantly(xENEMY17x)

end
if
056D:   actor xENEMY18x defined

then
 
////////(xENEMY18x)

   ////////18@ = 1
    
       marker.Disable(1yMAKER18x)
    actor.DestroyInstantly(xENEMY18x)

end
if
056D:   actor xENEMY19x defined

then
 
////////(xENEMY19x)

   ////////19@ = 1
    
       marker.Disable(1yMAKER19x)
    actor.DestroyInstantly(xENEMY19x)

end
if
056D:   actor xENEMY20x defined
then
 
////////(xENEMY20x)

   ////////20@ = 1
    
       marker.Disable(1yMAKER20x)
    actor.DestroyInstantly(xENEMY20x)

end
 
if  
056D:   actor xENEMY21x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY21x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER21x)
       actor.DestroyInstantly(xENEMY21x)
    end
end

if  
056D:   actor xENEMY22x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY22x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER22x)
       actor.DestroyInstantly(xENEMY22x)
    end
end

if  
056D:   actor xENEMY23x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY23x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER23x)
       actor.DestroyInstantly(xENEMY23x)
    end
end

if  
056D:   actor xENEMY24x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY24x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER24x)
       actor.DestroyInstantly(xENEMY24x)
    end
end

if  
056D:   actor xENEMY25x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY25x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER25x)
       actor.DestroyInstantly(xENEMY25x)
    end
end

if  
056D:   actor xENEMY26x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY26x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER26x)
       actor.DestroyInstantly(xENEMY26x)
    end
end

if  
056D:   actor xENEMY27x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY27x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER27x)
       actor.DestroyInstantly(xENEMY27x)
    end
end

if  
056D:   actor xENEMY28x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY28x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER28x)
       actor.DestroyInstantly(xENEMY28x)
    end
end


if  
056D:   actor xENEMY29x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY29x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER29x)
       actor.DestroyInstantly(xENEMY29x)
    end
end

if  
056D:   actor xENEMY30x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY30x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER30x)
       actor.DestroyInstantly(xENEMY30x)
    end
end

if  
056D:   actor xENEMY31x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY31x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER31x)
       actor.DestroyInstantly(xENEMY31x)
    end
end

if  
056D:   actor xENEMY32x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY32x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER32x)
       actor.DestroyInstantly(xENEMY32x)
    end
end

if  
056D:   actor xENEMY33x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY33x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER33x)
       actor.DestroyInstantly(xENEMY33x)
    end
end

if  
056D:   actor xENEMY34x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY34x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER34x)
       actor.DestroyInstantly(xENEMY34x)
    end
end

if  
056D:   actor xENEMY35x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY35x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER35x)
       actor.DestroyInstantly(xENEMY35x)
    end
end

if  
056D:   actor xENEMY36x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY36x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER36x)
       actor.DestroyInstantly(xENEMY36x)
    end
end

if  
056D:   actor xENEMY37x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY37x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER37x)
       actor.DestroyInstantly(xENEMY37x)
    end
end

if  
056D:   actor xENEMY38x defined
then

    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY38x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER38x)
       actor.DestroyInstantly(xENEMY38x)
    end
end

if  
056D:   actor xENEMY39x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY39x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER39x)
       actor.DestroyInstantly(xENEMY39x)
    end
end

if  
056D:   actor xENEMY40x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY40x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER40x)
       actor.DestroyInstantly(xENEMY40x)
    end
end
201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1
return


:Addition_zombies
//06D2: NEW_ZOMBIE_WALKSTYLE = "oldman" 
return
{
if
056D:   actor xENEMY1x defined
then
actor.SetWalkStyle(xENEMY1x,"oldman")   
end
if
056D:   actor xENEMY2x defined
then
actor.SetWalkStyle(xENEMY2x,"oldfatman")   
end
if
056D:   actor xENEMY3x defined
then
actor.SetWalkStyle(xENEMY3x,"oldfatman")   
end
if
056D:   actor xENEMY4x defined
then
actor.SetWalkStyle(xENEMY4x,"oldfatman")   
end
if
056D:   actor xENEMY5x defined
then
actor.SetWalkStyle(xENEMY5x,"oldman")   
end
if
056D:   actor xENEMY6x defined
then
actor.SetWalkStyle(xENEMY6x,"oldfatman")   
end
if
056D:   actor xENEMY7x defined
then
actor.SetWalkStyle(xENEMY7x,"oldfatman")   
end
if
056D:   actor xENEMY8x defined
then
actor.SetWalkStyle(xENEMY8x,"oldman")   
end
if
056D:   actor xENEMY9x defined
then
actor.SetWalkStyle(xENEMY9x,"oldman")   
end
if
056D:   actor xENEMY10x defined
then
actor.SetWalkStyle(xENEMY10x,"oldfatman")   
end
if
056D:   actor xENEMY11x defined
then
actor.SetWalkStyle(xENEMY11x,"oldfatman")   
end
if
056D:   actor xENEMY12x defined
then
actor.SetWalkStyle(xENEMY12x,"oldfatman")   
end
if
056D:   actor xENEMY13x defined
then
actor.SetWalkStyle(xENEMY13x,"oldman")   
end
if
056D:   actor xENEMY14x defined
then
actor.SetWalkStyle(xENEMY14x,"oldman")   
end
if
056D:   actor xENEMY15x defined
then
actor.SetWalkStyle(xENEMY15x,"oldfatman")   
end
if
056D:   actor xENEMY16x defined
then
actor.SetWalkStyle(xENEMY16x,"oldfatman")   
end
if
056D:   actor xENEMY17x defined
then
actor.SetWalkStyle(xENEMY17x,"oldman")       
end
if
056D:   actor xENEMY18x defined
then
actor.SetWalkStyle(xENEMY18x,"oldfatman")   
end
if
056D:   actor xENEMY19x defined
then
actor.SetWalkStyle(xENEMY19x,"oldfatman")   
end
if
056D:   actor xENEMY20x defined
then
actor.SetWalkStyle(xENEMY20x,"oldman")   
end
if
056D:   actor xENEMY21x defined
then
actor.SetWalkStyle(xENEMY21x,"oldfatman")   
end
if
056D:   actor xENEMY22x defined
then
actor.SetWalkStyle(xENEMY22x,"oldman")   
end
if
056D:   actor xENEMY23x defined
then
actor.SetWalkStyle(xENEMY23x,"oldman")   
end
if
056D:   actor xENEMY24x defined
then
actor.SetWalkStyle(xENEMY24x,"oldman")   
end
if
056D:   actor xENEMY25x defined
then
actor.SetWalkStyle(xENEMY25x,"oldman")   
end
if
056D:   actor xENEMY26x defined
then
actor.SetWalkStyle(xENEMY26x,"oldfatman")   
end
if
056D:   actor xENEMY27x defined
then
actor.SetWalkStyle(xENEMY27x,"oldman")   
end
if
056D:   actor xENEMY28x defined
then
actor.SetWalkStyle(xENEMY28x,"oldfatman")   
end
if
056D:   actor xENEMY29x defined
then
actor.SetWalkStyle(xENEMY29x,"oldman")   
end
if
056D:   actor xENEMY30x defined
then
actor.SetWalkStyle(xENEMY30x,"oldman")   
end
if
056D:   actor xENEMY31x defined
then
actor.SetWalkStyle(xENEMY31x,"oldman")   
end
if
056D:   actor xENEMY32x defined
then
actor.SetWalkStyle(xENEMY32x,"oldman")   
end
if
056D:   actor xENEMY33x defined
then
actor.SetWalkStyle(xENEMY33x,"oldfatman")   
end
if
056D:   actor xENEMY34x defined
then
actor.SetWalkStyle(xENEMY34x,"oldfatman")   
end
if
056D:   actor xENEMY35x defined
then
actor.SetWalkStyle(xENEMY35x,"oldman")   
end
if
056D:   actor xENEMY36x defined
then
actor.SetWalkStyle(xENEMY36x,"oldman")   
end
if
056D:   actor xENEMY37x defined
then
actor.SetWalkStyle(xENEMY37x,"oldfatman")   
end
if
056D:   actor xENEMY38x defined
then
actor.SetWalkStyle(xENEMY38x,"oldman")   
end
if
056D:   actor xENEMY39x defined
then
actor.SetWalkStyle(xENEMY39x,"oldman")   
end
if
056D:   actor xENEMY40x defined
then
actor.SetWalkStyle(xENEMY40x,"oldfatman")   
end

}


:Addition_hard_zombies
//06D2: NEW_ZOMBIE_WALKSTYLE = "player"  
return

:Addition_easy_zombies
//06D2: NEW_ZOMBIE_WALKSTYLE = "oldfatman"
return


:mute_them
if
056D:   actor xENEMY1x defined
then
0489: set_actor xENEMY1x  muted 1  
end
if
056D:   actor xENEMY2x defined
then
0489: set_actor xENEMY2x  muted 1  
end
if
056D:   actor xENEMY3x defined
then
0489: set_actor xENEMY3x  muted 1  
end
if
056D:   actor xENEMY4x defined
then
0489: set_actor xENEMY4x  muted 1  
end
if
056D:   actor xENEMY5x defined
then
0489: set_actor xENEMY5x  muted 1  
end
if
056D:   actor xENEMY6x defined
then
0489: set_actor xENEMY6x  muted 1  
end
if
056D:   actor xENEMY7x defined
then
0489: set_actor xENEMY7x  muted 1  
end
if
056D:   actor xENEMY8x defined
then
0489: set_actor xENEMY8x  muted 1  
end
if
056D:   actor xENEMY9x defined
then
0489: set_actor xENEMY9x  muted 1  
end
if
056D:   actor xENEMY10x defined
then
0489: set_actor xENEMY10x  muted 1  
end
if
056D:   actor xENEMY11x defined
then
0489: set_actor xENEMY11x  muted 1  
end
if
056D:   actor xENEMY12x defined
then
0489: set_actor xENEMY12x  muted 1  
end
if
056D:   actor xENEMY13x defined
then
0489: set_actor xENEMY13x  muted 1  
end
if
056D:   actor xENEMY14x defined
then
0489: set_actor xENEMY14x  muted 1  
end
if
056D:   actor xENEMY15x defined
then
0489: set_actor xENEMY15x  muted 1  
end
if
056D:   actor xENEMY16x defined
then
0489: set_actor xENEMY16x  muted 1  
end
if
056D:   actor xENEMY17x defined
then
0489: set_actor xENEMY17x  muted 1      
end
if
056D:   actor xENEMY18x defined
then
0489: set_actor xENEMY18x  muted 1  
end
if
056D:   actor xENEMY19x defined
then
0489: set_actor xENEMY19x  muted 1  
end
if
056D:   actor xENEMY20x defined
then
0489: set_actor xENEMY20x  muted 1  
end
if
056D:   actor xENEMY21x defined
then
0489: set_actor xENEMY21x muted 1  
end
if
056D:   actor xENEMY22x defined
then
0489: set_actor xENEMY22x muted 1  
end
if
056D:   actor xENEMY23x defined
then
0489: set_actor xENEMY23x muted 1  
end
if
056D:   actor xENEMY24x defined
then
0489: set_actor xENEMY24x muted 1  
end
if
056D:   actor xENEMY25x defined
then
0489: set_actor xENEMY25x muted 1  
end
if
056D:   actor xENEMY26x defined
then
0489: set_actor xENEMY26x muted 1  
end
if
056D:   actor xENEMY27x defined
then
0489: set_actor xENEMY27x muted 1  
end
if
056D:   actor xENEMY28x defined
then
0489: set_actor xENEMY28x muted 1  
end
if
056D:   actor xENEMY29x defined
then
0489: set_actor xENEMY29x muted 1  
end
if
056D:   actor xENEMY30x defined
then
0489: set_actor xENEMY30x muted 1  
end
if
056D:   actor xENEMY31x defined
then
0489: set_actor xENEMY31x muted 1  
end
if
056D:   actor xENEMY32x defined
then
0489: set_actor xENEMY32x muted 1  
end
if
056D:   actor xENEMY33x defined
then
0489: set_actor xENEMY33x muted 1  
end
if
056D:   actor xENEMY34x defined
then
0489: set_actor xENEMY34x muted 1  
end
if
056D:   actor xENEMY35x defined
then
0489: set_actor xENEMY35x muted 1  
end
if
056D:   actor xENEMY36x defined
then
0489: set_actor xENEMY36x muted 1  
end
if
056D:   actor xENEMY37x defined
then
0489: set_actor xENEMY37x muted 1  
end
if
056D:   actor xENEMY38x defined
then
0489: set_actor xENEMY38x muted 1  
end
if
056D:   actor xENEMY39x defined
then
0489: set_actor xENEMY39x muted 1  
end
if
056D:   actor xENEMY40x defined
then
0489: set_actor xENEMY40x muted 1  
end 

return


:CAR_SPAWNER


wait 200      

0ADF: add_dynamic_GXT_entry "pageXX" text "Vehicles"    //XXX

0ADF: add_dynamic_GXT_entry "@car01" text "Banshee ~w~$25000"   
0ADF: add_dynamic_GXT_entry "@car02" text "Rhino ~w~$900000"
0ADF: add_dynamic_GXT_entry "@car03" text "Firetruck ~w~$20000"
0ADF: add_dynamic_GXT_entry "@car04" text  "Mavetruck ~w~$50000"
0ADF: add_dynamic_GXT_entry "@car05" text  "Hydra ~w~$120000"

                  

//0512: show_permanent_text_box 'dummy' 
08D4: 101@ = create_panel_with_title 'pageXX' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  1
08DB: set_panel 101@ column  0 header 'dummy' data '@car01' '@car02' '@car03' '@car04' '@car05' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 101@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:PAGE_START_Menu_1     
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @PAGE_START_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @PAGE_START_Menu_2



08DA: remove_panel 101@
03E6: remove_text_box 
jump @Exit_menu//--jump to menue exit

:PAGE_START_Menu_2
if  
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @PAGE_START_Menu_1
03E6: remove_text_box
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable
if 
//$onmission == 0
0039:   102@ ==  0  // integer values
jf @PAGE_START_Menu_3 



if
010A:   player $PLAYER_CHAR money >= 15000
then
0109: player $PLAYER_CHAR money -= 15000
SPAWN_CAR = car.Create(#BANSHEE,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end 
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_3 
if  
//$onmission == 0
0039:   102@ ==  1  // integer values
jf @PAGE_START_Menu_4
if
010A:   player $PLAYER_CHAR money >= 900000
then
0109: player $PLAYER_CHAR money -= 900000
SPAWN_CAR = car.Create(#RHINO,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end 
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_4
if
 102@ == 2
 jf @PAGE_START_Menu_5
 if   
0039:   102@ ==  2  // integer values
if
010A:   player $PLAYER_CHAR money >= 20000
then
0109: player $PLAYER_CHAR money -= 20000
SPAWN_CAR = car.Create(#FIRETRUK,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end



08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
//
:PAGE_START_Menu_5
if 
0039:   102@ ==  3  // integer values
jf @PAGE_START_Menu_6
 if   
0039:   102@ ==  2  // integer values
jf @PAGE_START_Menu_6
if
010A:   player $PLAYER_CHAR money >= 50000
then
0109: player $PLAYER_CHAR money -= 50000
SPAWN_CAR = car.Create(#MAVERICK,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end

  
  
 08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_6
if 
0039:   102@ ==  4  // integer values
jf @PAGE_START_Menu_21


if
010A:   player $PLAYER_CHAR money >= 120000
then
0109: player $PLAYER_CHAR money -= 120000
SPAWN_CAR = car.Create(#HYDRA,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end








08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
jump @PAGE_START_Menu_21




:PAGE_START_Menu_21
wait 200
jump @PAGE_START_Menu_1

:Exit_menu
:PAGE_1   


if
056E:   car SPAWN_CAR defined

then
00AB: put_car SPAWN_CAR at  2031.2513 -1290.5669 20.9404
car.Angle(SPAWN_CAR) = 181.7682
car.RemoveReferences(SPAWN_CAR)

end 
  
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
wait 500
jump @main



:WEAPON_STORE_FARM
//gosub @ZOMBIES_CLEANUP
03E6: remove_text_box

wait 200      
0ADF: add_dynamic_GXT_entry "_weap" text "Weapons Ammunation"    
0ADF: add_dynamic_GXT_entry "menu01" text "Pistol ~h~~g~~$w~350"
0ADF: add_dynamic_GXT_entry "menu02" text "Shotgun ~h~~g~~$w~600"
0ADF: add_dynamic_GXT_entry "menu03" text "Sawnoff ~h~~g~~$w~700"
0ADF: add_dynamic_GXT_entry "menu04" text "Tec9 ~h~~g~~$w~1000" 
0ADF: add_dynamic_GXT_entry "menu05" text "Baseball Bat ~h~~g~~$w~200" 
0ADF: add_dynamic_GXT_entry "menu06" text "Rifle ~h~~g~~$w~2000" 
0ADF: add_dynamic_GXT_entry "menu07" text "Nitestick ~h~~g~~$w~500" 
0ADF: add_dynamic_GXT_entry "menu08" text "Micro-Uzi ~h~~g~~$w~1500" 
0ADF: add_dynamic_GXT_entry "menu09" text "Flamethrower ~h~~g~~$w~5000" 
0ADF: add_dynamic_GXT_entry "menu10" text "Fire Extinguisher ~h~~g~~$w~3000" 
0ADF: add_dynamic_GXT_entry "menu11" text "RPG ~h~~g~~$w~10000" 
0ADF: add_dynamic_GXT_entry "menu12" text "Knife ~h~~g~~$w~5000"  


//0512: show_permanent_text_box 'dummy' 
08D4: 101@ = create_panel_with_title '_weap' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 101@ column  0 header 'dummy' data 'menu01' 'menu02' 'menu03' 'menu04' 'menu05' 'menu06' 'menu07' 'menu08' 'menu09' 'menu10' 'menu11' 'menu12'
090E: set_panel 101@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1     
08D6: set_panel 101@ column 0 alignment 1

while true  
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable

wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
then

  break
end

        if and
        010A:   player $PLAYER_CHAR money > 350
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  0  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,pistol,35)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,pistol,35)
                end
                 0109: player $PLAYER_CHAR money_drop -350
        gosub @buyed 
        
        end
        if  and
             010A:   player $PLAYER_CHAR money > 600
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  1  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,shotgun,30)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,shotgun,30)
                end       
                0109: player $PLAYER_CHAR money_drop -600
             gosub @buyed 
        
        end 
               if  and
             010A:   player $PLAYER_CHAR money > 700
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  2  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,sawnoff,20)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,sawnoff,20)
                end       
                0109: player $PLAYER_CHAR money_drop -700
             gosub @buyed 
        
        end 
                if  and
             010A:   player $PLAYER_CHAR money > 1000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  3  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,tec9,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,tec9,40)
                end       
                0109: player $PLAYER_CHAR money_drop -1000
             gosub @buyed 
        
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 100
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 4  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,BaseballBat,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,BaseballBat,40)
                end       
                0109: player $PLAYER_CHAR money_drop -100
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 2000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 5  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,Rifle,30)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,Rifle,30)
                end       
                0109: player $PLAYER_CHAR money_drop -2000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 200
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ ==  6 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, NightStick,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,NightStick,40)
                end       
                0109: player $PLAYER_CHAR money_drop -200
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 1500
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 7 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, MicroUzi,50)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, MicroUzi,50)
                end       
                0109: player $PLAYER_CHAR money_drop -1500
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 5000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 8   // integer values
        then
                actor.GiveWeaponAndAmmo(player1, FlameThrower,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,FlameThrower,40)
                end       
                0109: player $PLAYER_CHAR money_drop -5000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 5000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 9 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, FireExtinguisher ,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, FireExtinguisher,40)
                end       
                0109: player $PLAYER_CHAR money_drop -5000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 10000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 10   // integer values
        then
                actor.GiveWeaponAndAmmo(player1,  RPG,5)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, RPG,5)
                end       
                0109: player $PLAYER_CHAR money_drop -10000
             gosub @buyed 
        end 
        
        if  and
         010A:   player $PLAYER_CHAR money > 500
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 11   // integer values
        then
                actor.GiveWeaponAndAmmo(player1,  Knife,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,Knife,40)
                end       
                0109: player $PLAYER_CHAR money_drop -500
             gosub @buyed 
        end 
        
end  
08DA: remove_panel 101@
03E6: remove_text_box  
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
wait 500
return

:buyed
 0ACB: show_styled_text "Purchased!" time 1000 style 5
    018C: play_sound 1054 at 0.0 0.0 0.0
wait 500
//      0ACD: show_text_highpriority "first" time 4000


                
return       



//old shops from zombie uprising    2018
:ammo_man_LS_docks
if   and
not  actor.Driving($PLAYER_ACTOR )
  02A0:   actor $PLAYER_ACTOR stopped
then
   if or 
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2119.8826 -177.8146 35.3203 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  414.3552 2537.2327 19.1484 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -149.7329 2689.1287 62.4297 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2348.8672 2422.8635 7.3432 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1477.9073 2634.7856 58.7879  radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2488.3 2023.2755 10.8203  radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  1167.79 -1478.6376 22.7519 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  383.8025 -2084.2415 7.8359 radius 3.0 3.0 3.0 on_foot
   then
   0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy super weapons." time 500
       if 00E1:   player 0 pressed_key 15
       then
         gosub @weapon_Menus
       end 
   end 
end 
 
return

:weapon_Menus
01B4: set_player $PLAYER_CHAR can_move 0
0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

wait 500  

0ADF: add_dynamic_GXT_entry "buyname" text "~w~Super Weapons Ammunation"   
//0ADF: add_dynamic_GXT_entry "buyinfo" text "Buy a weapon so you can to kill zombies easily, but use it wisely or your out of ammos."
0ADF: add_dynamic_GXT_entry "buy01" text "Desert Eagle ~w~$200 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy02" text "Minigun ~w~$15000 ~y~x150 ammos"
0ADF: add_dynamic_GXT_entry "buy03" text "Sniper Rifle ~w~$5000 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy04" text "Shovel ~w~$600"
0ADF: add_dynamic_GXT_entry "buy05" text "Ak47 ~w~$1500 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy06" text "Molotovs ~w~$600 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "buy07" text "Grenades ~w~$1000 ~y~x5 packs" 
0ADF: add_dynamic_GXT_entry "buy08" text "Combat Shotgun ~w~$1000 ~y~x30 ammos" 
0ADF: add_dynamic_GXT_entry "buy09" text "MP5 ~w~$1500 ~y~x40 ammos" 
0ADF: add_dynamic_GXT_entry "buy10" text "M4 ~w~$3000 ~y~x60 ammos" 
0ADF: add_dynamic_GXT_entry "buy11" text "Silenced Pistol  ~w~$900 ~y~30 ammos" 
0ADF: add_dynamic_GXT_entry "buy12" text "Heatseek  ~w~$10000 ~y~x7 ammos" 



///0512: show_permanent_text_box 'buyinfo' 
08D4: 321@ = create_panel_with_title 'buyname' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 321@ column  0 header 'dummy' data 'buy01' 'buy02' 'buy03' 'buy04' 'buy05' 'buy06' 'buy07' 'buy08' 'buy09' 'buy10' 'buy11' 'buy12'
090E: set_panel 321@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
08D6: set_panel 321@ column 0 alignment 1

:weapon_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @weapon_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @weapon_Menu_2
jump @weapon_Menu_21//--jump to menue exit

:weapon_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @weapon_Menu_1
03E6: remove_text_box
08D7: 322@ = panel 321@ active_row//-- submit number of the highlighted button into variable
if and
0039:   322@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 200
jf @weapon_Menu_3      
0109: player $PLAYER_CHAR money += -200
actor.GiveWeaponAndAmmo($player_Actor,deserteagle, 30 )
0ACD: show_text_highpriority "You purchased a desert eagle." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_3
if  and
0039:   322@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 15000
jf @weapon_Menu_4
0109: player $PLAYER_CHAR money += -15000
actor.GiveWeaponAndAmmo($player_Actor,Minigun, 150 )
0ACD: show_text_highpriority "You purchased a minigun." time 3000
wait 200
jump @weapon_Menu_1

:weapon_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 5000
0039:   322@ ==  2  // integer values
jf @weapon_Menu_5
0109: player $PLAYER_CHAR money += -5000
actor.GiveWeaponAndAmmo($player_Actor,sniperrifle, 30 )
0ACD: show_text_highpriority "You purchase a sniper rifle." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_5
if and
010A:   player $PLAYER_CHAR money > 600
0039:   322@ ==  3  // integer values
jf @weapon_Menu_6
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,shovel, 99999 )
0ACD: show_text_highpriority "You purchase a shovel." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1500
0039:   322@ ==  4  // integer values
jf @weapon_Menu_7
0109: player $PLAYER_CHAR money += -1500
actor.GiveWeaponAndAmmo($player_Actor,ak47, 60 )
0ACD: show_text_highpriority "You purchase a Ak47." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   322@ ==  5  // integer values
jf @weapon_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   322@ ==  6  // integer values
jf @weapon_Menu_9
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_9
if  and 
010A:   player $PLAYER_CHAR money > 1000
0039:   322@ ==  7  // integer values
jf @weapon_Menu_10
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,CombatShotgun, 30 )
0ACD: show_text_highpriority "You purchase Combat Shotgun." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_10
if  and 
010A:   player $PLAYER_CHAR money > 1500
0039:   322@ ==  8  // integer values
jf @weapon_Menu_11
0109: player $PLAYER_CHAR money += -1500 
actor.GiveWeaponAndAmmo($player_Actor,mp5 , 40 )
0ACD: show_text_highpriority "You purchase MP5." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_11
if  and 
010A:   player $PLAYER_CHAR money > 3000
0039:   322@ ==  9  // integer values
jf @weapon_Menu_12
0109: player $PLAYER_CHAR money += -3000
actor.GiveWeaponAndAmmo($player_Actor, m4   , 60 )
0ACD: show_text_highpriority "You purchase M4"  time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_12
if  and 
010A:   player $PLAYER_CHAR money > 900
0039:   322@ ==  10  // integer values
jf @weapon_Menu_13
0109: player $PLAYER_CHAR money += -900
actor.GiveWeaponAndAmmo($player_Actor,  Silenced, 30 )
0ACD: show_text_highpriority "You purchase silenced pistol." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_13
if  and 
010A:   player $PLAYER_CHAR money > 10000
0039:   322@ ==  11  // integer values
jf @weapon_Menu_1          //release
0109: player $PLAYER_CHAR money += -10000
actor.GiveWeaponAndAmmo($player_Actor, HeatSeek, 7 )
0ACD: show_text_highpriority "You purchase heatseek" time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 321@
03E6: remove_text_box
gosub @player2_give_weapons
wait 200
return
jump @weapon_Menus

             
:player2_give_weapons
if
056D:   actor $second_player_actor  defined
jf @not_player2
09F8: give_player2_weapons_of_player1


:not_player2
return



:service
if  and
in_Service == true
 timer_custom3 > 60000
then
 in_Service = false
 timer_custom3 = 0 
end
if and
 timer_custom3 > 60000
in_Service == false
then
 timer_custom3 = 0 
 in_Service = true
end
return

 

:Taco_area_1
if   and
in_Service == 0
00F1:   actor $PLAYER_ACTOR sphere 1 near_point  1858.3766 2086.7122  radius 3.0 3.0 stopped_in_car
jf @Taco_area_2  
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @TACO_FOOD_Menus
//jump @Taco_area_3


:Taco_area_2
if   and
in_Service == 0
00EF:   actor $PLAYER_ACTOR sphere 1 near_point  1858.3766 2086.7122  radius 3.0 3.0 stopped
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

wait 600
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.PerformAction($tacoLuigi_buyb, stop)
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
 
audiostream.PerformAction($tacoLuigi_fail, play)

:Taco_area_3
if and
in_Service == 1
00EC:   actor $PLAYER_ACTOR sphere 1 near_point  1858.3766 2086.7122  radius 3.0 3.0
jf  @Taco_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_area_4
if and
//79@ == 0
in_Service == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1858.3766 2086.7122 10.8203 radius 165.0 165.0 165.0
jf @Taco_area_5
audiostream.PerformAction($tacoLuigi_dead, stop)
audiostream.LinkToobject($tacoLuigi_sound,168@  )
audiostream.PerformAction($tacoLuigi_sound, RESUME)
//79@ = 1

:Taco_area_5
if and
//79@ == 0
in_Service == 1
00FE:   actor $PLAYER_ACTOR sphere 0  in_sphere 1858.3766 2086.7122 10.8203 radius 165.0 165.0 165.0
jf @Taco_area_6
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.LinkToobject($tacoLuigi_dead,168@  )
audiostream.PerformAction($tacoLuigi_dead, RESUME)
//79@ = 0
:Taco_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere 1858.3766 2086.7122 10.8203  radius 165.0 165.0 165.0
jf @Taco_area_7
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)
:Taco_area_7
return



:Taco_cutscene_area_1
if   and
in_Service == 0
00F1:   actor $PLAYER_ACTOR sphere 1 near_point   -2353.3257 -152.8022  radius 3.0 3.0 stopped_in_car
jf @Taco_cutscene_area_2  
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @Taco_FOOD_Menus



:Taco_cutscene_area_2
if   and
in_Service == 0
00EF:   actor $PLAYER_ACTOR sphere 1 near_point  -2353.3257 -152.8022     radius 3.0 3.0 stopped
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

wait 600
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.PerformAction($tacoLuigi_buyb, stop)
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.PerformAction($tacoLuigi_fail, play)

:Taco_cutscene_area_3
if and
in_Service == 1
00EC:   actor $PLAYER_ACTOR sphere 1 near_point   -2353.3257 -152.8022  radius 3.0 3.0
jf  @Taco_cutscene_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_cutscene_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_cutscene_area_4
if and
//79@ == 0
in_Service == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   -2353.3257 -152.8022 35.3203 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_5
audiostream.PerformAction($tacoLuigi_dead2, stop)
audiostream.LinkToobject($tacoLuigi_sound2,187@  )
audiostream.PerformAction($tacoLuigi_sound2, RESUME)
//79@ = 1

:Taco_cutscene_area_5
if and
//79@ == 0
in_Service == 1
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2353.3257 -152.8022 35.3203 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_6
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.LinkToobject($tacoLuigi_dead,187@  )
audiostream.PerformAction($tacoLuigi_dead2, RESUME)
//79@ = 0
:Taco_cutscene_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  -2353.3257 -152.8022 35.3203 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_7
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.PerformAction($tacoLuigi_dead2, stop)
:Taco_cutscene_area_7
return




:TACO_FOOD_Menus

0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.PerformAction($tacoLuigi_fail, stop) 
//audiostream.LinkToActor($tacoLuigi_buya,168@  )
audiostream.PerformAction($tacoLuigi_buya, play)
0ACD: show_text_highpriority "This is the Luigi speaking - Hi, customer! This is the drive-thru. What do you want to order?" time 5000
wait 500 
0ADF: add_dynamic_GXT_entry "buyname" text "~g~Luigi's Mexican Tacos"   
0ADF: add_dynamic_GXT_entry "buyinfo" text "Pick the order that you wanted, this will refill your health."
0ADF: add_dynamic_GXT_entry "buy01" text "Mexican Taco ~w~$10000 ~r~1500~y~HP"
0ADF: add_dynamic_GXT_entry "buy02" text "Fried Chicken ~w~$25000 ~r~5000~y~HP"
0ADF: add_dynamic_GXT_entry "buy03" text "French Fries ~w~$5000 ~r~500~y~HP"
0ADF: add_dynamic_GXT_entry "buy04" text "Drink ~w~$1000 ~r~100~y~HP" 



0512: show_permanent_text_box 'buyinfo' 
08D4: 833@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 833@ column  0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 833@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:TACO_FOOD_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @TACO_FOOD_Menu_21
if  or
in_Service == 1
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @TACO_FOOD_Menu_2
jump @TACO_FOOD_Menu_21//--jump to menue exit

:TACO_FOOD_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @TACO_FOOD_Menu_1
03E6: remove_text_box
08D7: 832@ = panel 833@ active_row//-- submit number of the highlighted button into variable
if and
0039:   832@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 10000
jf @TACO_FOOD_Menu_3      
0109: player $PLAYER_CHAR money += -10000
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~1500~w~HP." time 3000
 0851: set_actor player1 decrease_health_by -1500 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -1500 affect_armour 0
end 
wait 100
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_3
if  and
0039:   832@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 25000
jf @TACO_FOOD_Menu_4
0109: player $PLAYER_CHAR money += -25000 
 0851: set_actor player1 decrease_health_by -5000 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -5000 affect_armour 0
end 
0ACD: show_text_highpriority "You refilled ~r~5000~w~HP." time 3000
jump @TACO_FOOD_Menu_1
 
:TACO_FOOD_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 5000
0039:   832@ ==  2  // integer values
jf @TACO_FOOD_Menu_5 
0109: player $PLAYER_CHAR money += -5000 
0ACD: show_text_highpriority "You refilled ~r~500~w~HP." time 3000
 0851: set_actor player1 decrease_health_by -500 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -500 affect_armour 0
end 
wait 100
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_5
if and
010A:   player $PLAYER_CHAR money > 1000
0039:   832@ ==  3  // integer values
jf @TACO_FOOD_Menu_6
0109: player $PLAYER_CHAR money += -1000 
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000
 0851: set_actor player1 decrease_health_by -100 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -100 affect_armour 0
end 
wait 100
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1
0039:   832@ ==  4  // integer values
jf @TACO_FOOD_Menu_7
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_7
if and
010A:   player $PLAYER_CHAR money > 1
0039:   832@ ==  5  // integer values
jf @TACO_FOOD_Menu_8 
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1
0039:   832@ ==  6  // integer values
jf @TACO_FOOD_Menu_1
0109: player $PLAYER_CHAR money += -1 
wait 500
jump @TACO_FOOD_Menu_1


:TACO_FOOD_Menu_21
0ACD: show_text_highpriority "Thanks for ordering Luigi's Mexican Tacos, customer. See you again!" time 5000
wait 100
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.LinkToobject($tacoLuigi_buyb,168@  )
audiostream.PerformAction($tacoLuigi_buyb, play)

08DA: remove_panel 833@
03E6: remove_text_box

wait 800
return


:CHECK_MISSION
if   or
wasted_or_busted
0ADC:   test_cheat "exit"

then
258@ = 0
       
jump @fail 
end
return

 
{ 
015D: set_gamespeed 1.0
audiostream.PerformAction($dead,stop)
HUD_DISABLE_WIDESCREEN() 
camera.Restore_WithJumpCut()
if
0800:   in_two_players_mode

then
00A1: put_actor player2 at  -26.1909 1887.3079 17.6406
actor.Angle(player2) =  263.5268
0812: AS_actor player2 perform_animation "getup" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB

end
00A1: put_actor player1 at  -27.41 1885.4333 17.6406
actor.Angle(player1)  = 263.5268
0812: AS_actor player1 perform_animation "getup_front" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
 
0395: clear_area 1 at  -26.1909 1887.3079 17.6406 radius 3555.0       
}
//043C: disable_sounds_after_fade 0 
// set_sky_color 1 fade 0
258@ = 0 
171@ = 1




:TRAINING_WORK
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1

//0ACA: show_text_box "Training Mode"

ZOMBIE_SPAWN_RATE = 999999999
HUD_DISABLE_WIDESCREEN() 
camera.Restore_WithJumpCut()
if
0800:   in_two_players_mode

then
00A1: put_actor player2 at  -26.1909 1887.3079 17.6406
actor.Angle(player2) =  263.5268 

end
00A1: put_actor player1 at  -27.41 1885.4333 17.6406
actor.Angle(player1)  = 263.5268 
0395: clear_area 1 at  -26.1909 1887.3079 17.6406 radius 3555.0   
//0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 0
//0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 1


0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 6
gosub @MUSIC_STOP
//gosub @ZOMBIES_CLEANUP
audiostream.PerformAction(MUSIC_TEST,play)
151@ = 1 
499@ = 0 
       {
if
0800:   in_two_players_mode

then
00A1: put_actor player2 at  -26.1909 1887.3079 17.6406
actor.Angle(player2) =  263.5268

end
00A1: put_actor player1 at  -27.41 1885.4333 17.6406
actor.Angle(player1)  = 263.5268
           }


0ACD: show_text_highpriority "Go to the military base." time 4000

swat_vehicle_1 = car.create(#PATRIOT,  167.7309, 1900.5675, 18.5492)
swat_vehicle_2 = car.create(#PATRIOT, 193.3142, 1917.4316, 17.6406)
swat_vehicle_3 = car.create(#PATRIOT,  229.302, 1881.2399, 17.6406)
swat_vehicle_4 = car.create(#RHINO, 271.114, 1820.6637, 17.6406)
car.Angle(swat_vehicle_1) =  23.2173
car.Angle(swat_vehicle_2) = 103.2165
car.Angle(swat_vehicle_3) =  103.2165
car.Angle(swat_vehicle_4) =  91.2208
 
farm1 = ACTOR.Create(8,#wmyri, 3.3627, 1886.8953, 17.6406)
farm2 = ACTOR.Create(8,#wmycr,8.3443, 1887.3237, 17.6406  )
farm3 = ACTOR.Create(8,#wmyjg,1.37, 1886.7239, 17.6406  )
farm4 = ACTOR.Create(8,#wmybp,-1.6189, 1886.4668, 17.6406  )
actor.Angle(farm1) = 274.9137
actor.Angle(farm2) = 274.9137
actor.Angle(farm3) = 274.9137
actor.Angle(farm4) = 274.9137
actor.health(farm1) = 500
actor.health(farm2) = 500
actor.health(farm3) = 500
actor.health(farm4) = 500
actor.GiveWeaponAndAmmo(farm1, deserteagle,9999)
actor.GiveWeaponAndAmmo(farm2, microuzi,9999)
actor.GiveWeaponAndAmmo(farm3, ak47,9999)
actor.GiveWeaponAndAmmo(farm4, shotgun,9999)
06AB: set_actor farm1 all_weapons_hidden 1
06AB: set_actor farm2 all_weapons_hidden 1
06AB: set_actor farm3 all_weapons_hidden 1
06AB: set_actor farm4 all_weapons_hidden 1

0615: define_AS_pack_begin 155@
05D3: AS_actor -1 goto_point 27.3307 1887.3652 17.6406  mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 62.7203 1912.1736 17.6406  mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  83.1417 1920.3861 17.7142 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 111.1993 1921.0923 18.6813  mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  166.3502 1916.3763 18.429 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 195.2192 1912.2175 17.6406   mode 6 time -1 ms // versionA
05DE: AS_actor -1 walk_around_ped_path


0618: assign_actor farm1 to_AS_pack 155@
0618: assign_actor farm2 to_AS_pack 155@
0618: assign_actor farm3 to_AS_pack 155@
0618: assign_actor farm4 to_AS_pack 155@
061B: remove_references_to_AS_pack 155@

car.health(swat_vehicle_1) = 3000
car.health(swat_vehicle_2) = 3000
car.health(swat_vehicle_3) = 3000
car.health(swat_vehicle_4) = 1500
SWAT1 = ACTOR.Create(13,#ARMY, 117.9623, 1912.7395, 18.8344 )
SWAT2 = ACTOR.Create(13,#ARMY, 136.7617, 1936.8616, 19.2754 )
SWAT3 = ACTOR.Create(13,#ARMY, 137.7688, 1925.2236, 19.1742)
SWAT4 = ACTOR.Create(13,#ARMY, 158.7565, 1914.6934, 18.6936 )
SWAT5 = ACTOR.Create(13,#ARMY, 107.8602, 1903.7618, 25.5 )
SWAT6 = ACTOR.Create(13,#ARMY, 134.6658, 1908.9331, 22.7812 )
SWAT7 = ACTOR.Create(13,#ARMY, 159.4413, 1929.6748, 20.3672 )
SWAT8 = ACTOR.Create(13,#ARMY, 236.2823, 1868.4716, 17.6481  )
0638: AS_actor SWAT6 stay_put 1
0638: AS_actor SWAT7 stay_put 1
0638: AS_actor SWAT4 stay_put 1




SWAT9 = ACTOR.Create(13,#ARMY,  151.2755, 1868.1868, 17.8322 )
SWAT10 = ACTOR.Create(13,#ARMY,  152.772, 1889.989, 18.3321 )

swat11 = actor.CreateAsDriver(13,#ARMY,swat_vehicle_2)
swat12 = actor.CreateAsPassenger(13,#ARMY,swat_vehicle_2,0)
swat13 = actor.CreateAsPassenger(13,#ARMY,swat_vehicle_2,1)
swat14 = actor.CreateAsPassenger(13,#ARMY,swat_vehicle_2,2)
swat15 = actor.CreateAsDriver(13,#ARMY,swat_vehicle_4)

SWAT16 = ACTOR.Create(13,#ARMY, 179.8844, 1813.6355, 17.6406  )


actor.Angle(swat9) =  308.8265
actor.Angle(swat10) =  303.2173
 actor.Angle(swat16) =  61.2206

actor.Angle(swat1) =  91.8212
actor.Angle(swat2) =  91.8212
actor.Angle(swat3) =  189.2606
actor.Angle(swat4) = 105.9911
actor.Angle(swat5) = 322.61
actor.Angle(swat6) = 105.9911
actor.Angle(swat7) = 105.9911
actor.Angle(swat8) = 15.9904


swat17 = actor.Create(13,#ARMY, 215.0968, 1877.4478, 13.1406 )
swat18 = actor.Create(13,#ARMY, 213.2347, 1877.1011, 13.1406)
swat19 = actor.Create(13,#ARMY, 211.0786, 1876.7411, 13.1406)
swat20 = actor.Create(13,#ARMY, 216.6993, 1876.9449, 13.1406)
swat21 = actor.Create(13,#ARMY, 207.9926, 1921.5283, 17.6406)
swat22 = actor.Create(13,#ARMY, 202.8793, 1921.7144, 17.6406 )

05DE: AS_actor SWAT2 walk_around_ped_path
05DE: AS_actor SWAT8 walk_around_ped_path
05DE: AS_actor SWAT7 walk_around_ped_path
actor.Angle(swat17) = 9.0795
actor.Angle(swat18) = 9.0795
actor.Angle(swat19) = 9.0795 
actor.Angle(swat20) = 9.0795 
actor.Angle(swat21) = 87.914
actor.Angle(swat22) = 87.914

09B5: AS_actor swat1 signal_after_kill 0
09B5: AS_actor swat2 signal_after_kill 0
09B5: AS_actor swat3 signal_after_kill 0
09B5: AS_actor swat4 signal_after_kill 0
09B5: AS_actor swat5 signal_after_kill 0
09B5: AS_actor swat6 signal_after_kill 0
09B5: AS_actor swat7 signal_after_kill 0
09B5: AS_actor swat8 signal_after_kill 0
09B5: AS_actor swat9 signal_after_kill 0
09B5: AS_actor swat10 signal_after_kill 0
09B5: AS_actor swat11 signal_after_kill 0
09B5: AS_actor swat12 signal_after_kill 0
09B5: AS_actor swat13 signal_after_kill 0
09B5: AS_actor swat14 signal_after_kill 0
09B5: AS_actor swat15 signal_after_kill 0
09B5: AS_actor swat16 signal_after_kill 0
09B5: AS_actor swat17 signal_after_kill 0
09B5: AS_actor swat18 signal_after_kill 0
09B5: AS_actor swat19 signal_after_kill 0
09B5: AS_actor swat20 signal_after_kill 0
09B5: AS_actor swat21 signal_after_kill 0
09B5: AS_actor swat22 signal_after_kill 0
 

actor.Health(swat1) = 536
actor.Health(swat2) = 736
actor.Health(swat3) = 736
actor.Health(swat4) = 736
actor.Health(swat5) = 536
actor.Health(swat6) = 536
actor.Health(swat7) = 536
actor.Health(swat8) = 536
actor.Health(swat9) = 536
actor.Health(swat10) = 536
actor.Health(swat11) = 536
actor.Health(swat12) = 536
actor.Health(swat13) = 436
actor.Health(swat14) = 736
actor.Health(swat16) = 736
actor.Health(swat17) = 536
actor.Health(swat15) = 536
actor.Health(swat18) = 436
actor.Health(swat19) = 436
actor.Health(swat22) = 436
actor.Health(swat21) = 536
actor.Health(swat20) = 536
actor.GiveWeaponAndAmmo(swat1, ak47,9999)
actor.GiveWeaponAndAmmo(swat2, m4,9999)
actor.GiveWeaponAndAmmo(swat3, ak47,9999)
actor.GiveWeaponAndAmmo(swat4, microuzi,9999)
actor.GiveWeaponAndAmmo(swat5, m4,9999)
actor.GiveWeaponAndAmmo(swat6, ak47,9999)
actor.GiveWeaponAndAmmo(swat7, ak47,9999)
actor.GiveWeaponAndAmmo(swat8, ak47,9999)
actor.GiveWeaponAndAmmo(swat9, m4,9999)
actor.GiveWeaponAndAmmo(swat10, deserteagle,9999)
actor.GiveWeaponAndAmmo(swat11, shotgun,9999)
actor.GiveWeaponAndAmmo(swat12, m4,9999)
actor.GiveWeaponAndAmmo(swat13, shotgun,9999)
actor.GiveWeaponAndAmmo(swat14, shotgun,9999)
actor.GiveWeaponAndAmmo(swat15, ak47,9999)
actor.GiveWeaponAndAmmo(swat16, m4,9999)
actor.GiveWeaponAndAmmo(swat17, combatshotgun,9999)
actor.GiveWeaponAndAmmo(swat18, combatshotgun,9999)
actor.GiveWeaponAndAmmo(swat19, m4,9999)
actor.GiveWeaponAndAmmo(swat20, mp5,9999)
actor.GiveWeaponAndAmmo(swat21, combatshotgun,9999)
actor.GiveWeaponAndAmmo(swat22, m4,9999)
actor.GiveWeaponAndAmmo(swat1, grenades,1)

actor.GiveWeaponAndAmmo(swat2, grenades,1)

actor.GiveWeaponAndAmmo(swat5, grenades,1)



07DD: set_actor swat1 attack_rate 80 // previously known as temper_to
07DD: set_actor swat2 attack_rate 80 // previously known as temper_to
07DD: set_actor swat3 attack_rate 80 // previously known as temper_to
07DD: set_actor swat4 attack_rate 80 // previously known as temper_to
07DD: set_actor swat5 attack_rate 80 // previously known as temper_to
07DD: set_actor swat6 attack_rate 80 // previously known as temper_to
07DD: set_actor swat7 attack_rate 80 // previously known as temper_to
07DD: set_actor swat8 attack_rate 80 // previously known as temper_to
07DD: set_actor swat9 attack_rate 80 // previously known as temper_to
07DD: set_actor swat10 attack_rate 80 // previously known as temper_to
07DD: set_actor swat11 attack_rate 80 // previously known as temper_to
07DD: set_actor swat12 attack_rate 80 // previously known as temper_to
07DD: set_actor swat13 attack_rate 80 // previously known as temper_to
07DD: set_actor swat14 attack_rate 80 // previously known as temper_to
07DD: set_actor swat15 attack_rate 80 // previously known as temper_to
07DD: set_actor swat16 attack_rate 80 // previously known as temper_to
07DD: set_actor swat17 attack_rate 80 // previously known as temper_to
07DD: set_actor swat18 attack_rate 80 // previously known as temper_to
07DD: set_actor swat19 attack_rate 80 // previously known as temper_to
07DD: set_actor swat20 attack_rate 80 // previously known as temper_to
07DD: set_actor swat21 attack_rate 80 // previously known as temper_to
07DD: set_actor swat22 attack_rate 80 // previously known as temper_to

//accuracy
02E2: set_actor swat1 attack_rate 66 // previously known as temper_to
02E2: set_actor swat2 attack_rate 66 // previously known as temper_to
02E2: set_actor swat3 attack_rate 60 // previously known as temper_to
02E2: set_actor swat4 attack_rate 80 // previously known as temper_to
02E2: set_actor swat5 attack_rate 60 // previously known as temper_to
02E2: set_actor swat6 attack_rate 76 // previously known as temper_to
02E2: set_actor swat7 attack_rate 80 // previously known as temper_to
02E2: set_actor swat8 attack_rate 60 // previously known as temper_to
02E2: set_actor swat9 attack_rate 60 // previously known as temper_to
02E2: set_actor swat10 attack_rate 80 // previously known as temper_to
02E2: set_actor swat11 attack_rate 50 // previously known as temper_to
02E2: set_actor swat12 attack_rate 50 // previously known as temper_to
02E2: set_actor swat13 attack_rate 80 // previously known as temper_to
02E2: set_actor swat14 attack_rate 60 // previously known as temper_to
02E2: set_actor swat15 attack_rate 80 // previously known as temper_to
02E2: set_actor swat16 attack_rate 50 // previously known as temper_to
02E2: set_actor swat17 attack_rate 50 // previously known as temper_to
02E2: set_actor swat18 attack_rate 60 // previously known as temper_to
02E2: set_actor swat19 attack_rate 80 // previously known as temper_to
02E2: set_actor swat20 attack_rate 60 // previously known as temper_to
02E2: set_actor swat21 attack_rate 60 // previously known as temper_to
02E2: set_actor swat22 attack_rate 80 // previously known as temper_to

while true 
wait 0 
gosub @check_failed

    if  or
     02E0:   actor swat1 firing_weapon
     02E0:   actor swat2 firing_weapon
     02E0:   actor swat3 firing_weapon
     02E0:   actor swat4 firing_weapon
     02E0:   actor swat5 firing_weapon
     02E0:   actor swat6 firing_weapon
     02E0:   actor swat7 firing_weapon
      00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  96.7742 1920.4979 18.1425 radius 6.0 6.0 6.0
    then
    
    break
    end
end
499@ = 1

//audiostream.PerformAction(sound_alarm, play)

sound_talk = audiostream.Load("cleo/zombies/2019-10-25-14-43-13-597_Telephone.mp3")   
audiostream.PerformAction(sound_talk,play)
0ACD: show_text_highpriority "Find a way to get inside the base. - There's is ~y~alternate~w~ entrance on the top." time 4000

06AB: set_actor farm1 all_weapons_hidden 0
06AB: set_actor farm2 all_weapons_hidden 0
06AB: set_actor farm3 all_weapons_hidden 0
06AB: set_actor farm4 all_weapons_hidden 0

077A: set_actor farm1 acquaintance 4 to_actors_pedtype 15 // see ped.dat
077A: set_actor farm2 acquaintance 4 to_actors_pedtype 15 // see ped.dat
077A: set_actor farm3 acquaintance 4 to_actors_pedtype 15 // see ped.dat
077A: set_actor farm4 acquaintance 4 to_actors_pedtype 15 // see ped.dat


077A: set_actor swat1 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat2 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat3 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat4 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat5 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat6 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat7 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat8 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat9 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat10 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat11 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat12 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat13 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat14 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat15 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat16 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat17 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat18 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat19 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat20 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat21 acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor swat22 acquaintance 4 to_actors_pedtype 4 // see ped.dat
//gosub @MUSIC_STOP
//audiostream.PerformAction(MUSIC_GANG_FIGHT,play)
0812: AS_actor swat17  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 7000  // versionB
0812: AS_actor swat18  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 7000  // versionB
0812: AS_actor swat19  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 7000  // versionB
0812: AS_actor swat20  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 7000  // versionB
0812: AS_actor swat21  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 9000  // versionB
0812: AS_actor swat22  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 9000  // versionB

0615: define_AS_pack_begin 155@

05D3: AS_actor -1 goto_point 158.7565 1914.6934 18.6936  mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 134.9385 1913.9359 18.8721  mode 4 time -1 ms // versionA


0643: set_AS_pack 155@ loop 1
0618: assign_actor SWAT4 to_AS_pack 155@
061B: remove_references_to_AS_pack 155@



0615: define_AS_pack_begin 155@
05D1: AS_actor -1 drive_car -1 to 173.6527 1916.92 18.1752  speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 136.8971 1921.5145 19.101  speed 15.0 2 model #NULL 5
0633: AS_actor -1 exit_car
05E2: AS_actor -1 kill_actor player1


0643: set_AS_pack 155@ loop 1
0618: assign_actor SWAT11 to_AS_pack 155@
0618: assign_actor SWAT12 to_AS_pack 155@
0618: assign_actor SWAT13 to_AS_pack 155@
0618: assign_actor SWAT14 to_AS_pack 155@
061B: remove_references_to_AS_pack 155@ 
32@ = 0 
33@ = 9990 
 while true 
 
 wait 0 
gosub @check_failed
    if and
    33@ > 5000
     not   car.Wrecked(swat_vehicle_4) 
    then
    0948: create_explosion_at 213.5249 1876.3081 13.1406 type 7 camera_shake 3.0
   020C: create_explosion_with_radius 40.0 at  213.5249 1876.3081 13.1406
  33@ = 0 
    end


        if
        //  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  213.5249 1876.3081 13.1406 radius 4.0 4.0 4.0
          00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  246.2529 1863.0175 20.7301 radius 2.0 2.0 2.0
        then
        
        break
        end
 end 

 car.RemoveReferences(swat_vehicle_1)
 car.RemoveReferences(swat_vehicle_2)
 car.RemoveReferences(swat_vehicle_3)
 car.RemoveReferences(swat_vehicle_4)
actor.DestroyInstantly(swat1) 
actor.DestroyInstantly(swat2) 
actor.DestroyInstantly(swat3) 
actor.DestroyInstantly(swat4) 
actor.DestroyInstantly(swat5) 
actor.DestroyInstantly(swat6) 
actor.DestroyInstantly(swat7) 
actor.DestroyInstantly(swat8) 
actor.DestroyInstantly(swat9) 
actor.DestroyInstantly(swat10) 
actor.DestroyInstantly(swat11) 
actor.DestroyInstantly(swat12) 
actor.DestroyInstantly(swat13) 
actor.DestroyInstantly(swat14) 
actor.DestroyInstantly(swat15) 
actor.DestroyInstantly(swat16) 
actor.DestroyInstantly(swat17) 
actor.DestroyInstantly(swat18) 
actor.DestroyInstantly(swat19) 
actor.DestroyInstantly(swat20) 
actor.DestroyInstantly(swat21) 
actor.DestroyInstantly(swat22) 
actor.DestroyInstantly(farm1)
actor.DestroyInstantly(farm2)
actor.DestroyInstantly(farm3)
actor.DestroyInstantly(farm4)

gosub @ZOMBIES_CLEANUP
ZOMBIE_SPAWN_RATE = 9999999999
if
0800:   in_two_players_mode

then
/////actor.PutAt($second_player_actor  , 244.0213, 1861.1077, 17.924)
0362: remove_actor $second_player_actor from_car_and_place_at 246.2747 1862.7743 18.2617

actor.Angle($second_player_actor) =  132.1056
end
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at   245.0894 1862.28 17.9188
actor.Angle($PLAYER_ACTOR) =  122.1525

wait 100
SWAT1 = ACTOR.Create(13,#ARMY, 212.4199, 1858.208, 13.1406)
SWAT2 = ACTOR.Create(13,#ARMY, 214.3876, 1862.1121, 13.1406 )
SWAT3 = ACTOR.Create(13,#ARMY, 223.3074, 1854.0255, 12.8483 )
SWAT4 = ACTOR.Create(13,#ARMY, 228.556, 1872.5754, 13.7344 )
SWAT5 = ACTOR.Create(13,#ARMY, 209.3967, 1871.5265, 13.147 )



SWAT6 = ACTOR.Create(13,#ARMY, 236.6961, 1872.0267, 11.4609  )
SWAT7 = ACTOR.Create(13,#ARMY, 234.0831, 1872.0452, 11.4609 )
SWAT8 = ACTOR.Create(13,#ARMY, 231.6605, 1872.036, 11.8723 )

actor.Angle(SWAT1) = 274.1423
actor.Angle(SWAT2) = 275.3956  
actor.Angle(SWAT3) = 14.7232 
actor.Angle(SWAT4) = 86.6222 
actor.Angle(SWAT5) = 223.3818 
actor.Angle(SWAT6) = 89.5872 
actor.Angle(SWAT7) = 89.5872 
actor.Angle(SWAT8) = 89.5872 

0638: AS_actor SWAT6 stay_put 1
0638: AS_actor SWAT7 stay_put 1
0638: AS_actor SWAT8 stay_put 1
07DD: set_actor SWAT6 attack_rate 65 // previously known as temper_to
07DD: set_actor SWAT7 attack_rate 65 // previously known as temper_to
07DD: set_actor SWAT8 attack_rate 65 // previously known as temper_to

actor.GiveWeaponAndAmmo(swat1, ak47,9999)
actor.GiveWeaponAndAmmo(swat2, mp5,9999)
actor.GiveWeaponAndAmmo(swat3, mp5,9999)
actor.GiveWeaponAndAmmo(swat4, shotgun,9999)
actor.GiveWeaponAndAmmo(swat5, m4,9999)
actor.GiveWeaponAndAmmo(swat6, ak47,9999)
actor.GiveWeaponAndAmmo(swat7, m4,9999)
actor.GiveWeaponAndAmmo(swat8, ak47,9999)
repeat
wait 0
gosub @check_failed
until   00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  224.6963 1859.0648 13.147 radius 4.0 4.0 4.0

audiostream.Release(sound_talk)
sound_talk = audiostream.Load("cleo/zombies/2019-10-25-14-43-56-389_Telephone.mp3")   
audiostream.PerformAction(sound_talk,play)

0812: AS_actor SWAT6  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0812: AS_actor SWAT7 perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0812: AS_actor SWAT8  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB


repeat
wait 0
gosub @check_failed
until   00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 231.3071 1872.2067 12.1019  radius 5.0 5.0 5.0


audiostream.Release(sound_talk)
sound_talk = audiostream.Load("cleo/zombies/2019-10-25-14-46-06-052_Telephone.mp3")   
audiostream.PerformAction(sound_talk,play)
0ACD: show_text_highpriority "Go shoot the keycode to open it." time 4000

const
first_switch = 317@
2nd_switch = 318@
first_gate = 319@
2nd_gate = 320@



end
029B: first_gate = init_object 5422 at 233.56  1822.24 8.36 //first gate
0453: set_object first_gate XY_rotation 0.0 0.0 angle 0.0

029B: first_switch = init_object 2886 at  233.88 1821.22  7.95    //keypad 1
0453: set_object first_switch XY_rotation 0.0 0.0 angle 90.0 

029B: 188@  = init_object 3037 at posX= 298.14999  posY= 1822.25  posZ= 9.03   // (warehouse_door2b) (1) twin 2 
0453: set_object  188@  XY_rotation 0.0 0.0 angle 270.0 
029B:  189@  = init_object 3037 at  posX= 277.73001  posY= 1822.25  posZ= 9.03   // (warehouse_door2b) (1) twin 2 
0453: set_object  189@  XY_rotation 0.0 0.0 angle 270.0 

029B: 2nd_gate = init_object 5422 at    posX= 268.62  posY= 1863.92  posZ= 9.77  // gate last
0453: set_object 2nd_gate XY_rotation 0.0 0.0 angle 270.0 

029B: 2nd_switch = init_object 2886 at  posX= 266.91  posY= 1863.75  posZ= 9.21  //sec_keypad 2
0453: set_object 2nd_switch XY_rotation 0.0 0.0 angle 0.0 

035D: set_object first_switch targetable 1
035D: set_object 2nd_switch targetable 1
object.ToggleInMovingList(first_gate,1)
object.ToggleInMovingList(2nd_gate,1)
object.ToggleInMovingList(188@,1)
object.ToggleInMovingList( 189@ ,1)


  
SWAT9 = ACTOR.Create(13,#ARMY, 252.4489, 1879.7122, 11.4609 )
SWAT10 = ACTOR.Create(13,#ARMY, 241.7372, 1867.9866, 11.4609 )
SWAT11 = ACTOR.Create(13,#ARMY, 247.5415, 1859.6184, 14.084 )
SWAT12 = ACTOR.Create(13,#ARMY, 255.5099, 1861.705, 8.7578  )
SWAT13 = ACTOR.Create(13,#ARMY, 253.0065, 1845.8444, 8.7734 )
actor.Angle(SWAT9) = 87.9194 
actor.Angle(SWAT10) = 359.5444 
actor.Angle(SWAT11) = 118.1344 
actor.Angle(SWAT12) = 43.2272 
actor.Angle(SWAT13) = 340.2466 
actor.GiveWeaponAndAmmo(SWAT9,ak47,9999)
actor.GiveWeaponAndAmmo(SWAT10,ak47,9999)
actor.GiveWeaponAndAmmo(SWAT11, SniperRifle,9999)
actor.GiveWeaponAndAmmo(SWAT12,microuzi,9999)
actor.GiveWeaponAndAmmo(SWAT13,ak47,9999)
actor.Health(SWAT9) = 344
actor.Health(SWAT10) = 344
actor.Health(SWAT11) = 500
actor.Health(SWAT12) = 344
actor.Health(SWAT13) = 344
07DD: set_actor SWAT9 attack_rate 70 // previously known as temper_to
07DD: set_actor SWAT10 attack_rate 70 // previously known as temper_to
07DD: set_actor SWAT11 attack_rate 70 // previously known as temper_to
07DD: set_actor SWAT12 attack_rate 70 // previously known as temper_to
07DD: set_actor SWAT13 attack_rate 70 // previously known as temper_to


 while true 
 
 wait 0 
gosub @check_failed

        if  
          00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  251.5573 1846.4781 8.7739 radius 4.0 4.0 11.0
        then
        break
        end

end

0ACD: show_text_highpriority "Kill one of the ~r~scientist~w~ and retreive the ~g~keycard." time 4000

SWAT13 = ACTOR.Create(13,#ARMY, 253.4902, 1826.1089, 7.5547)
SWAT14 = ACTOR.Create(13,#ARMY, 249.3748, 1809.6387, 7.5547 )
SWAT15 = ACTOR.Create(13,#ARMY, 251.4656, 1824.2173, 4.7109 )
SWAT16 = ACTOR.Create(13,#ARMY,257.9399, 1835.8693, 4.8227  )
SWAT17 = ACTOR.Create(13,#ARMY,246.854, 1800.3318, 7.4141  )
SWAT18 = ACTOR.Create(13,#ARMY,225.3568, 1817.7919, 7.2566  )
SWAT19 = ACTOR.Create(13,#ARMY,215.6563, 1827.0742, 6.4141  )
actor.Angle(SWAT13)  = 20.1128
actor.Angle(SWAT14)  = 1.1126
actor.Angle(SWAT15)  = 18.5657
actor.Angle(SWAT16)  = 279.2194
actor.Angle(SWAT17)  = 9.9186
actor.Angle(SWAT18)  = 322.2924
actor.Angle(SWAT19)  = 259.2925
actor.GiveWeaponAndAmmo(SWAT13,ak47,9999)
actor.GiveWeaponAndAmmo(SWAT14,shotgun,9999)
actor.GiveWeaponAndAmmo(SWAT15,combatshotgun,9999)
actor.GiveWeaponAndAmmo(SWAT16,microuzi,9999)
actor.GiveWeaponAndAmmo(SWAT17,ak47,9999)
actor.GiveWeaponAndAmmo(SWAT18,microuzi,9999)
actor.GiveWeaponAndAmmo(SWAT19,m4,9999)
0638: AS_actor SWAT14 stay_put 1
0638: AS_actor SWAT13 stay_put 1


//034E: move_object 188@ to  255.6243 1836.8966 5.1414 speed 0.0 0.0 0.4 collision_check 1
//04E6:   object  188@ near_point 255.6243 1836.8966 5.1414 radius 0.1 0.1 0.1 flag 0
//05A3:   object  188@  stopped
071F: set_object 2nd_switch health_to 100
071F: set_object first_switch health_to 100
 
while true 
wait 0 
gosub @check_failed
              if
               0366:   object first_switch   damaged
              then
                 break
              end
end 
audiostream.PerformAction(sound_switch_noise,play)    
    
audiostream.Release(sound_talk)
sound_talk = audiostream.Load("cleo/zombies/2019-10-25-14-45-46-403_Telephone.mp3")   
audiostream.PerformAction(sound_talk,play)
farm8 = actor.Create(13, #wmosci, 212.7141, 1825.0891, 6.4141)
actor.GiveWeaponAndAmmo(farm8, pistol,9999)
081A: set_actor farm8 weapon_skill_to 3
actor.Angle(farm8) = 80.3483

farm7 = actor.Create(13, #wmosci,  213.0574, 1819.885, 6.4216)
actor.GiveWeaponAndAmmo(farm7, pistol,9999)
081A: set_actor farm7 weapon_skill_to 3
actor.Angle(farm7) = 126.1401


05E2: AS_actor farm7 kill_actor $PLAYER_ACTOR
05E2: AS_actor farm8 kill_actor $PLAYER_ACTOR 


SWAT20 = ACTOR.Create(13,#ARMY, 218.2596, 1826.7555, 6.4141 )
SWAT21 = ACTOR.Create(13,#ARMY,218.5583, 1818.7614, 6.4141  )
actor.Angle(SWAT20) = 272.1399
actor.Angle(SWAT21) = 272.1399
actor.GiveWeaponAndAmmo(swat20,m4,9999)
actor.GiveWeaponAndAmmo(swat21,m4,9999)


07DD: set_actor swat20 attack_rate 80 // previously known as temper_to
07DD: set_actor swat21 attack_rate 80 // previously known as temper_to
05E2: AS_actor swat20 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat21 kill_actor $PLAYER_ACTOR 



SWAT22 = ACTOR.Create(13,#ARMY, 228.6966, 1822.4098, 7.4141)
actor.Angle(SWAT22) = 272.1399
actor.GiveWeaponAndAmmo(SWAT22,mp5,9999)
07DD: set_actor SWAT22 attack_rate 80 // previously known as temper_to
05E2: AS_actor SWAT22 kill_actor $PLAYER_ACTOR 
422@ = 0 

while true
gosub @check_failed    
actor.StoreDeadActorPos(farm7, 419@,420@,421@)

034E: move_object first_gate to  233.3892 1822.5972 10.9641 speed 0.0 0.0 0.4 collision_check 0
wait 0
            if and
            422@ == 0 
            actor.Dead(farm7)
            then
            422@ = 1
            358@ = pickup.Create(1581, 3,419@,420@,421@ )
            0ACD: show_text_highpriority "Pickup the ~g~keycard~w~ and go to the ~b~gates~w~ to open it." time 4000
            
            end
            if 
            422@ == 1 
            then
              if or
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  277.5914 1820.1453 7.8281  radius 3.0 3.0 3.0
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 298.054 1820.6722 7.8205  radius  3.0 3.0 3.0
            
               then
              //// pickup.Destroy(358@)
               422@ = 2
               break
              end
            end


end
audiostream.PerformAction(sound_switch_noise,play)    
    
audiostream.Release(sound_talk)
//sound_talk = audiostream.Load("cleo/zombies/2019-10-25-14-45-46-403_Telephone.mp3")   
///audiostream.PerformAction(sound_talk,play)
pickup.Destroy(358@)
0ACD: show_text_highpriority "Go and destroy another ~b~keycode~w~ to open ~b~2nd gate." time 4000
farm10 = actor.Create(13,#ARMY, 286.04, 1824.0659, 7.734)
farm11 = actor.Create(13,#ARMY,282.8357, 1823.985, 7.734 )
farm12 = actor.Create(13,#ARMY,299.0816, 1830.4041, 7.7266 )
farm13 = actor.Create(13,#ARMY, 298.5195, 1825.4358, 7.8281)
farm14 = actor.Create(13,#ARMY, 314.4154, 1854.8132, 7.8281)
farm15 = actor.Create(13,#ARMY,331.1092, 1840.1104, 7.8281 )
farm16 = actor.Create(13,#ARMY,299.9126, 1856.1743, 7.8281 )
farm17 = actor.Create(13,#ARMY, 297.6173, 1846.7605, 7.7266 )
05E2: AS_actor farm10 kill_actor player1
05E2: AS_actor farm11 kill_actor player1
05E2: AS_actor farm12 kill_actor player1

actor.Angle(farm10) = 84.9792
actor.Angle(farm11) = 84.9792
actor.Angle(farm12) =  173.544
actor.Angle(farm13) =  155.5425
actor.Angle(farm14) =  113.5421
actor.Angle(farm15) =  257.3971
actor.Angle(farm16) =  332.3972
actor.Angle(farm17) =  332.3972

actor.GiveWeaponAndAmmo(farm10, ak47,9999)
actor.GiveWeaponAndAmmo(farm11, ak47,9999)
actor.GiveWeaponAndAmmo(farm12, microuzi,9999)
actor.GiveWeaponAndAmmo(farm13, ak47,9999)
actor.GiveWeaponAndAmmo(farm14, microuzi,9999)
actor.GiveWeaponAndAmmo(farm15, microuzi,9999)
actor.GiveWeaponAndAmmo(farm16, ak47,9999)
actor.GiveWeaponAndAmmo(farm17, combatshotgun,9999)
repeat 
wait 0 
034E: move_object 188@ to  294.2439 1821.7826 16.8205 speed 0.0 0.0 0.4 collision_check 0
034E: move_object 189@ to  294.2439 1821.7826 16.8205 speed 0.0 0.0 0.4 collision_check 0
gosub @check_failed                         
until    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  298.4219 1855.2422 7.8281 radius 8.0 8.0 8.0  

farm18 = actor.Create(13,#ARMY,  280.4951, 1870.308, 8.7578)
farm19 = actor.Create(13,#ARMY,  273.3577, 1867.4098, 8.7578)
farm20 = actor.Create(13,#ARMY, 271.961, 1860.65, 8.7649 )
farm21 = actor.Create(13,#ARMY,  268.7169, 1853.795, 8.7578)

actor.Angle(farm18) = 277.8031
actor.Angle(farm19) = 265.4779
actor.Angle(farm20) = 265.6358
actor.Angle(farm21) = 334.2788
actor.GiveWeaponAndAmmo(farm18,ak47,9999)
actor.GiveWeaponAndAmmo(farm19,shotgun,9999)
actor.GiveWeaponAndAmmo(farm20,microuzi,9999)
actor.GiveWeaponAndAmmo(farm21,ak47,9999)
04EB: AS_actor farm20 crouch 1
04EB: AS_actor farm21 crouch 1
05E2: AS_actor farm18 kill_actor player1
05E2: AS_actor farm19 kill_actor player1

repeat
wait 0
034E: move_object 188@ to  294.2439 1821.7826 16.8205 speed 0.0 0.0 0.4 collision_check 0
034E: move_object 189@ to  294.2439 1821.7826 16.8205 speed 0.0 0.0 0.4 collision_check 0

gosub @check_failed    

until   0366:   object 2nd_switch   damaged
audiostream.PerformAction(sound_switch_noise,play)  
0ACD: show_text_highpriority "Now go down there and kill the one of the ~r~scientist~w~ to get the ~g~virus." time 4000
farm22 = actor.Create(13,#ARMY,  268.2604, 1875.9735, 8.4375)
farm23 = actor.Create(13,#ARMY,  263.0244, 1877.8582, -6.0)
farm24 = actor.Create(13,#ARMY, 273.5344, 1878.5491, -20.0781 )
farm25 = actor.Create(13,#ARMY, 262.5776, 1888.6366, -29.4219 )
actor.Angle(farm22) =  176.2374
actor.Angle(farm23) = 292.488
actor.Angle(farm24) = 42.9008
actor.Angle(farm25) = 243.9252 
actor.GiveWeaponAndAmmo(farm22,ak47,9999)
actor.GiveWeaponAndAmmo(farm23,mp5,9999)
actor.GiveWeaponAndAmmo(farm24,m4,9999)
actor.GiveWeaponAndAmmo(farm25,ak47,9999)
0638: AS_actor farm23 stay_put 1
0638: AS_actor farm24 stay_put 1
0638: AS_actor farm25 stay_put 1
04EB: AS_actor farm22 crouch 1
04EB: AS_actor farm25 crouch 1
farm1 = actor.Create(13,#wmosci,265.4493, 1880.0175, -30.3906 )
farm2 = actor.Create(13,#wmosci,271.3568, 1881.4525, -30.3906 )
actor.Angle(farm1) = 172.8237
actor.Angle(farm2) = 295.1338
actor.GiveWeaponAndAmmo(farm1,deserteagle,9999)
actor.GiveWeaponAndAmmo(farm2,deserteagle,9999)
081A: set_actor farm1 weapon_skill_to 2
081A: set_actor farm2 weapon_skill_to 2
actor.Health(farm1)  = 500
actor.Health(farm2)  = 500
04EB: AS_actor farm1 crouch 1
04EB: AS_actor farm2 crouch 1

////423@ = 3
repeat 
actor.StoreDeadActorPos(farm2, 419@,420@,421@)
wait 0 
034E: move_object 2nd_gate to  268.8415 1863.9119 16.7578 speed 0.0 0.0 0.4 collision_check 0

gosub @check_failed 
until actor.Dead(farm2)
456@ = pickup.Create(2976,3, 419@,420@,421@)
0ACD: show_text_highpriority "Pick up the ~g~virus." time 4000
repeat 
wait 0 
gosub @check_failed 
034E: move_object 2nd_gate to  268.8415 1863.9119 16.7578 speed 0.0 0.0 0.4 collision_check 0

until  pickup.Picked_up(456@)  
gosub @MUSIC_STOP    
fade 0 1000
wait 1000
fade 1 1000

mission_cleanup
01EB: set_traffic_density_multiplier_to 110@
03DE: set_pedestrians_density_multiplier_to 112@

ZOMBIE_SPAWN_RATE = 1
actor.PutAt($PLAYER_ACTOR , 241.9717, 1909.8015, 18.9233)
actor.Angle($PLAYER_ACTOR )= 83.948
if 0800:   in_two_players_mode

then
 actor.PutAt(player2 ,  241.1354, 1907.8792, 18.6276)
actor.Angle(player2 )= 83.948

end 
jump @start 
 

:check_failed
gosub @death
//gosub @WAVES
//gosub @interiors
if
499@ == 0
then
//gosub @attack_now
//gosub @ZOMBIES_SETUP
end
//gosub @wave_complete
//gosub @WAVE_SETTINGS 
//gosub @interiors 


//old
//gosub @Taco_area_1
//gosub @service
//gosub @ammo_man_LS_docks
if 
wasted_or_busted
then


jump @fail 
end

return



 

:common
if and 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  -2707.533 376.2226 4.9686 radius 35.0 35.0 35.0
908@ == 0 
then    
        if and 
        056D:   actor 909@ defined
        056D:   actor 910@ defined
        056D:   actor 911@ defined
        056D:   actor 912@ defined
        056D:   actor 913@ defined
        056D:   actor 914@ defined
        056D:   actor 915@ defined 
        then
        908@ = 1 
        0ACB: show_styled_text "~w~You found they Runaway Guys!" time 3000 style 5
        018C: play_sound 1052 at 0.0 0.0 0.0

        {
        0631: put_actor 909@ in_group $PLAYER_GROUP
        0631: put_actor 910@ in_group $PLAYER_GROUP
        0631: put_actor 911@ in_group $PLAYER_GROUP
        0631: put_actor 912@ in_group $PLAYER_GROUP
        0631: put_actor 913@ in_group $PLAYER_GROUP
        0631: put_actor 914@ in_group $PLAYER_GROUP
        0631: put_actor 915@ in_group $PLAYER_GROUP 
                                                     }
        0850: AS_actor 909@ follow_actor $PLAYER_ACTOR
        0850: AS_actor 910@ follow_actor $PLAYER_ACTOR
        0850: AS_actor 911@ follow_actor $PLAYER_ACTOR
        0850: AS_actor 912@ follow_actor $PLAYER_ACTOR
        0850: AS_actor 913@ follow_actor $PLAYER_ACTOR
        0850: AS_actor 914@ follow_actor $PLAYER_ACTOR
        0850: AS_actor 915@ follow_actor $PLAYER_ACTOR
        end       
end

return 

:STORY_BEGIN
ACTIVE_STORY = true 
ZOMBIE_SPAWN_RATE = 9999999
048F: actor $PLAYER_ACTOR remove_weapons
0ACB: show_styled_text "Surviving of Horror" time 1000 style 2
if 0800:   in_two_players_mode
then
   048F: actor player2 remove_weapons
end 
        if and 
        056D:   actor 909@ defined
        056D:   actor 910@ defined
        056D:   actor 911@ defined
        056D:   actor 912@ defined
        
        056D:   actor 913@ defined
        056D:   actor 914@ defined
        056D:   actor 915@ defined 
        then 
          actor.DestroyInstantly(909@)
          actor.DestroyInstantly(910@)
           actor.DestroyInstantly(911@)
           
           actor.DestroyInstantly(912@)
           actor.DestroyInstantly(913@)
           actor.DestroyInstantly(914@)
           actor.DestroyInstantly(915@)
        end

0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
 

audiostream.PerformAction(MUSIC_TEST,play)
select_interior 3  
0860: link_actor $PLAYER_ACTOR to_interior  3

0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  228.2937 1192.577 1085.1063
actor.Angle($PLAYER_ACTOR)=107.891

if 0800:   in_two_players_mode

then
0362: remove_actor player2 from_car_and_place_at  229.2937 1193.577 1085.1063
actor.Angle(player2 )= 107.891

end 
HUD_ENABLE_WIDESCREEN()







0812: AS_actor $PLAYER_ACTOR perform_animation "BED_Loop_L" IFP "INT_HOUSE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
player.CanMove($PLAYER_CHAR)=false 
015F: set_camera_position 225.2136 1195.3855 1084.4141 rotation 0.0 0.0 0.0
0160: set_camera_point_at 228.2937 1192.577 1085.1063 switchstyle 2
wait 2000
015F: set_camera_position  234.6298 1188.3762 1084.4196 rotation 0.0 0.0 0.0
0160: set_camera_point_at 232.4904 1195.0413 1084.4138 switchstyle 1
wait 2000
015F: set_camera_position   234.7833 1189.585 1080.2645 rotation 0.0 0.0 0.0
0160: set_camera_point_at  234.1875 1198.5652 1080.2645 switchstyle 1
wait 2000
actor.PutAt($PLAYER_ACTOR,228.1959, 1193.6301, 1084.4062)
actor.Angle($PLAYER_ACTOR)=352.7136
0812: AS_actor $PLAYER_ACTOR perform_animation "BED_Out_L" IFP "INT_HOUSE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
015F: set_camera_position    227.7061 1195.61 1084.4141 rotation 0.0 0.0 0.0
0160: set_camera_point_at   228.1959 1193.6301 1084.4062 switchstyle 2
wait 2000
HUD_DISABLE_WIDESCREEN()
//0ACD: show_text_highpriority "" time 3000
player.CanMove($PLAYER_CHAR)=true 

        camera.Restore_WithJumpCut()
HUD_DISABLE_WIDESCREEN() 
swat1 = actor.Create(14, #vwmotr2, 243.1777, 1193.1909, 1080.2578)
actor.Angle(swat1) = 314.9283
actor.Health(swat1) = 600
0ED9: set_char_ignore_damage_anims swat1 1
actor.GiveWeaponAndAmmo(swat1, Chainsaw,99999)
swat2 = actor.Create(8, #sbfost,  244.5634, 1194.0232, 1080.2578)
 actor.Health(swat2) = 10 
 
05E2: AS_actor swat1 kill_actor swat2
wait 1000
0ACD: show_text_highpriority "What's that noise? I hear a chainsaw." time 3000 

///swat22 = pickup.Create(#COLT45 )
while true 
wait 0
gosub @death
    if 
    0105:   actor $PLAYER_ACTOR near_actor swat1 radius 3.0 3.0 3.0 sphere 0 on_foot
    then
        05BE: AS_actor swat2 die

        repeat 
        wait 0
        gosub @death
        until actor.Dead(swat1) 
        HUD_ENABLE_WIDESCREEN()
        player.CanMove($PLAYER_CHAR)=false 
        05D3: AS_actor $PLAYER_ACTOR goto_point 242.8003 1193.0017 1080.2578  mode 4 time -1 ms // versionA
        015F: set_camera_position  238.8445 1188.9121 1080.2578 rotation 0.0 0.0 0.0
        0160: set_camera_point_at  243.4482 1193.85 1080.2578  switchstyle 1
        0ACD: show_text_highpriority "Sorry, I could able to save you, I was fast asleep. I don't know you have a crazy husand." time 3000 
        wait 3000
        0ACD: show_text_highpriority "Well I guess I'm on my own, then. but I need a pistol." time 3000 
        actor.RemoveReferences(swat1)
        actor.RemoveReferences(swat2)
        HUD_DISABLE_WIDESCREEN()
        player.CanMove($PLAYER_CHAR)=true 
        
        
        camera.Restore_WithJumpCut()
        repeat 
        wait 0
        gosub @death
        until  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  236.7988 1208.0995 1080.2578 radius 2.0 2.0 2.0
        0812: AS_actor $PLAYER_ACTOR perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
         wait 100
        repeat 
        wait 0 
        gosub @death
        until    not   Actor.Animation($PLAYER_ACTOR) == "BOM_Plant"
        actor.GiveWeaponAndAmmo($PLAYER_ACTOR, pistol, 200)
        0ACD: show_text_highpriority "Found it!" time 3000 
        repeat 
        wait 0 
        gosub @death
        until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  235.2294 1188.449 1080.2578 radius 3.0 3.0 3.0
        fade 0 1000
        wait 1000
        fade 1 1000
        actor.PutAt($PLAYER_ACTOR, 1588.703, 2801.2703, 10.8203)
        actor.Angle($PLAYER_ACTOR)=19.385
        0860: link_actor $PLAYER_ACTOR to_interior 0
        HUD_DISABLE_WIDESCREEN()

        select_interior 0 
      
        if  0800:   in_two_players_mode
        then
        actor.PutAt(player2 , 1588.703, 2803.3703, 10.8203)
        actor.Angle(player2)=19.385        
        end 
        //0D0F: set_car Lost_car model_alpha 36 // IF and SET
        //0229: set_car Lost_car primary_color_to 0 secondary_color_to 0        
        break
    end 
end 
ZOMBIE_SPAWN_RATE = 500

    Lost_car = car.Create(#HUNTLEY , 1593.0518, 2809.5322, 10.8203)
    car.Angle(Lost_car) = 6.385
    car.Health(Lost_car) = 17000
    09C4: set_car Lost_car gas_tank_explosion_enabled 0
    car.SetImmunities(Lost_car,0,1,0,0,0)
0167: 8_ASSET_MARKER = create_marker_at  2306.9985 2792.0437 10.8203 color 4 flag 2 
repeat 
wait 0 
  gosub @death
until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2306.9985 2792.0437 10.8203 radius 5.0 5.0 5.0



swat1 = actor.Create(12,#wmycr, 2266.9836, 2821.4966, 10.8203 )
swat2 = actor.Create(12,#wmyst,2274.9836, 2821.5239, 10.8203  )
swat3 = actor.Create(12,#lsv1, 2260.9836, 2821.4761, 10.8203 )
swat4 = actor.Create(12,#lsv1,  2254.9836, 2821.4556, 10.8203)
swat5 = actor.Create(12,#VLA2,  2248.9836, 2821.4351, 10.8203)
swat6 = actor.Create(12,#wmyst, 2244.9836, 2821.4214, 10.8203 )
swat7 = actor.Create(12,#smyst2, 2340.947, 2821.9172, 10.8203 )
swat8 = actor.Create(12,#vwmycr,  2337.2187, 2821.9358, 10.8203)
swat9 = actor.Create(12,#smyst2, 2326.5173, 2822.1689, 10.8203 )
swat10 = actor.Create(12,#smyst, 2322.7356, 2822.1572, 10.8203 )
actor.Angle(swat1)=270.1951
actor.Angle(swat2)=270.1951
actor.Angle(swat3)=270.1951
actor.Angle(swat4)=270.1951
actor.Angle(swat5)=270.1951
actor.Angle(swat6)= 90.4762
actor.Angle(swat7)=90.4762
actor.Angle(swat8)=90.4762
actor.Angle(swat9)=90.4762
actor.Angle(swat10)=90.4762
actor.health(swat1)= 500
actor.health(swat2)= 500
actor.health(swat3)= 500
actor.health(swat4)= 500
actor.health(swat5)= 500
actor.health(swat6)= 500
actor.health(swat7)= 500
actor.health(swat8)= 500
actor.health(swat9)= 500
actor.health(swat10)= 500
0446: set_actor swat1 dismemberment_possible 0
0446: set_actor swat2 dismemberment_possible 0
0446: set_actor swat3 dismemberment_possible 0
0446: set_actor swat4 dismemberment_possible 0
0446: set_actor swat5 dismemberment_possible 0
0446: set_actor swat6 dismemberment_possible 0
0446: set_actor swat7 dismemberment_possible 0
0446: set_actor swat8 dismemberment_possible 0
0446: set_actor swat9 dismemberment_possible 0
0446: set_actor swat10 dismemberment_possible 0 
actor.GiveWeaponAndAmmo(swat1, ak47, 99999)
actor.GiveWeaponAndAmmo(swat2, Shovel, 99999)
actor.GiveWeaponAndAmmo(swat3, shotgun, 99999)
actor.GiveWeaponAndAmmo(swat4, microuzi, 99999)
actor.GiveWeaponAndAmmo(swat5, ak47, 99999)
actor.GiveWeaponAndAmmo(swat6 , shotgun, 99999)
actor.GiveWeaponAndAmmo(swat7, sawnoff, 99999)
actor.GiveWeaponAndAmmo(swat8, microuzi, 99999)
actor.GiveWeaponAndAmmo(swat9, BaseballBat, 99999)
actor.GiveWeaponAndAmmo(swat10, ak47, 99999)

05E2: AS_actor swat1 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat2 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat3 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat4 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat5 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat6 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat7 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat8 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat9 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat10 kill_actor $PLAYER_ACTOR
marker.Disable(8_ASSET_MARKER)
ZOMBIE_SPAWN_RATE = 999999999
gosub @ZOMBIES_CLEANUP
   while true
   wait  0
   gosub @death
      if and
      actor.Dead(swat1)
      actor.Dead(swat2)
      actor.Dead(swat3)
      actor.Dead(swat4)
      actor.Dead(swat5)
      actor.Dead(swat6)
      actor.Dead(swat7)
      actor.Dead(swat8)

      then
          if and 
          actor.Dead(swat9)
          actor.Dead(swat10)          
          then
              0167: 8_ASSET_MARKER = create_marker_at 2393.312 2759.4973 10.8203  color 4  flag 2
              while true 
              wait 0  
              gosub @death
                if and 
                not actor.Driving($PLAYER_ACTOR)
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   2404.5137 2759.989 10.8203 radius 3.0 3.0 5.0
                then
                   break 
                end 
              end   
              marker.Disable(8_ASSET_MARKER)   
              0337: set_actor $PLAYER_ACTOR visibility 0
              015F: set_camera_position 2407.3325 2738.8455 14.8203  rotation 0.0 0.0 0.0
              0160: set_camera_point_at 2393.312 2759.4973 10.8203 switchstyle 2
              HUD_ENABLE_WIDESCREEN()
              actor.DestroyInstantly(swat1)
              actor.DestroyInstantly(swat2)
              actor.DestroyInstantly(swat3)
              actor.DestroyInstantly(swat4)
              actor.DestroyInstantly(swat5)
              actor.DestroyInstantly(swat6)
              actor.DestroyInstantly(swat7)
              actor.DestroyInstantly(swat8)
              actor.DestroyInstantly(swat9)
              actor.DestroyInstantly(swat10)
ZOMBIE_SPAWN_RATE = 999999999
ZOMBIES_CLEANUP()
            wait 1000
              0ACD: show_text_highpriority "Jack: Yo, what's going on here? Zombies are infecting people! We gotta do something!" time 3000
              wait 4500
              0ACD: show_text_highpriority "Jack: You know how to drive a car? Great! Now you follow me were I'm heading to." time 7000
              wait 4500
              0ACD: show_text_highpriority "Jack: We have to avoid getting infected, GRAB A CAR, HURRY!!!" time 5000
              wait 4000
              0337: set_actor $PLAYER_ACTOR visibility 0
               HUD_DISABLE_WIDESCREEN()

              camera.Restore_WithJumpCut()
              break 
          end 


      end 
   end  

3STORY_GARVY = actor.Create(8,#OMYRI,   2407.8901, 2757.5737, 10.8203 )
actor.health(3STORY_GARVY) = 10000
actor.Angle(3STORY_GARVY) =  176.2947
actor.GiveWeaponAndAmmo(3STORY_GARVY, m4, 99999)
0446: set_actor 3STORY_GARVY dismemberment_possible 0
02E2: set_actor 3STORY_GARVY weapon_accuracy_to 75
07DD: set_actor 3STORY_GARVY attack_rate 70 // previously known as temper_to
 0946: set_actor 3STORY_GARVY actions_uninterupted_by_weapon_fire 1 
03FE: set_actor 3STORY_GARVY   0 
07FE: set_actor 3STORY_GARVY fighting_style_to 7 moves 6

3STORY_JACK   = actor.Create(8,#OMYST, 2401.4307, 2753.1421, 10.8203 )
actor.health(3STORY_JACK) = 8000
actor.Angle(3STORY_JACK) =  176.2947
actor.GiveWeaponAndAmmo(3STORY_JACK, ak47, 99999)
0446: set_actor 3STORY_JACK dismemberment_possible 0
02E2: set_actor 3STORY_JACK weapon_accuracy_to 75
07DD: set_actor 3STORY_JACK attack_rate 50 // previously known as temper_to 
03FE: set_actor 3STORY_JACK money 0
07FE: set_actor 3STORY_JACK fighting_style_to 6 moves 6

3STORY_Jimmy  = actor.Create(8,#WBDYG1, 2403.8342, 2756.8347, 10.8203)
actor.health(3STORY_Jimmy) = 8000
actor.Angle(3STORY_Jimmy) =  176.2947
 actor.GiveWeaponAndAmmo(3STORY_Jimmy, CombatShotgun, 99999)
0446: set_actor 3STORY_Jimmy dismemberment_possible 0
02E2: set_actor 3STORY_Jimmy weapon_accuracy_to 45
07DD: set_actor 3STORY_Jimmy attack_rate 50 // previously known as temper_to 
03FE: set_actor 3STORY_Jimmy money 0
060F: set_actor 3STORY_Jimmy melee_accuracy_to 20.0
07FE: set_actor 3STORY_Jimmy fighting_style_to 5 moves 6

3STORY_Bobby  = actor.Create(8,#WMYBMX,2403.9636, 2758.8303, 10.8203  )
actor.health(3STORY_Bobby) =8000
actor.Angle(3STORY_Bobby) =  176.2947
actor.GiveWeaponAndAmmo(3STORY_Bobby, MicroUzi, 99999)
0446: set_actor 3STORY_Bobby dismemberment_possible 0
02E2: set_actor 3STORY_Bobby weapon_accuracy_to 25
07DD: set_actor 3STORY_Bobby attack_rate 50 // previously known as temper_to 
03FE: set_actor 3STORY_Bobby money 0
060F: set_actor 3STORY_Bobby melee_accuracy_to 10.0
07FE: set_actor 3STORY_Bobby fighting_style_to 15 moves 6 
081A: set_actor 3STORY_Bobby weapon_skill_to 2 

3STORY_Ken   = actor.Create(8,#WMYRI, 2399.9724, 2759.0891, 10.8203 )
actor.health(3STORY_Ken) = 8000
actor.Angle(3STORY_Ken) = 176.2947
actor.GiveWeaponAndAmmo(3STORY_Ken, deserteagle, 99999)
0446: set_actor 3STORY_Ken dismemberment_possible 0
02E2: set_actor 3STORY_Ken weapon_accuracy_to 40
07DD: set_actor 3STORY_Ken attack_rate 40 // previously known as temper_to
0946: set_actor 3STORY_Ken actions_uninterupted_by_weapon_fire 1 
03FE: set_actor 3STORY_Ken money 0 
 
3STORY_Bodyguard1   = actor.Create(8,#FAM1 ,2396.8496, 2757.2876, 10.8203 )
actor.health(3STORY_Bodyguard1) = 2000
actor.Angle(3STORY_Bodyguard1) = 176.2947
actor.GiveWeaponAndAmmo(3STORY_Bodyguard1, Shotgun, 99999)
0446: set_actor 3STORY_Bodyguard1 dismemberment_possible 0
02E2: set_actor 3STORY_Bodyguard1 weapon_accuracy_to 40
07DD: set_actor 3STORY_Bodyguard1 attack_rate 50 // previously known as temper_to 

3STORY_Bodyguard2   = actor.Create(8,#FAM1 , 2393.8562, 2757.4817, 10.8203)
actor.health(3STORY_Bodyguard2) = 2000
actor.Angle(3STORY_Bodyguard2) = 176.2947
actor.GiveWeaponAndAmmo(3STORY_Bodyguard2, Shotgun, 99999)
0446: set_actor 3STORY_Bodyguard2 dismemberment_possible 0
02E2: set_actor 3STORY_Bodyguard2 weapon_accuracy_to 40
07DD: set_actor 3STORY_Bodyguard2 attack_rate 50 // previously known as temper_to 

 
 swat_vehicle_1  = car.Create(#HUNTLEY , 2404.2446, 2745.4949, 10.8203)
car.Angle(swat_vehicle_1) =  90.2954
car.Health(swat_vehicle_1) = 16000
09C4: set_car swat_vehicle_1 gas_tank_explosion_enabled 0  
053F: set_car swat_vehicle_1 tires_vulnerability 0
 
 swat_vehicle_2  = car.Create(#HUNTLEY , 2385.2476, 2745.5542, 10.8203)
car.Angle(swat_vehicle_2) = 87.2954
car.Health(swat_vehicle_2) = 16000
09C4: set_car swat_vehicle_2 gas_tank_explosion_enabled 0  
053F: set_car swat_vehicle_2 tires_vulnerability 0
 car.DoorStatus(swat_vehicle_2, 3 )


 swat_vehicle_3  = car.Create(#HUNTLEY ,  2418.0308, 2753.3379, 10.8203)
car.Angle(swat_vehicle_3) =  127.2183
car.Health(swat_vehicle_3) = 10000
09C4: set_car swat_vehicle_3 gas_tank_explosion_enabled 0  
//053F: set_car swat_vehicle_3 tires_vulnerability 0
car.SetImmunities(swat_vehicle_1,0,1,0,0,0) 
car.SetImmunities(swat_vehicle_2,0,1,0,0,0) 
car.SetImmunities(swat_vehicle_3,0,1,0,0,0) 
 05CA: AS_actor 3STORY_Jimmy enter_car swat_vehicle_2 passenger_seat 2 time 10000
 05CA: AS_actor 3STORY_GARVY enter_car swat_vehicle_2 passenger_seat 0 time 10000
 05CA: AS_actor 3STORY_Bobby enter_car swat_vehicle_2 passenger_seat 1 time 10000
05CB: AS_actor 3STORY_JACK enter_car swat_vehicle_2 as_driver 10000 ms
                

  05CA: AS_actor 3STORY_Ken enter_car swat_vehicle_1 passenger_seat 0 time 10000
                      
 
05CB: AS_actor 3STORY_Bodyguard1 enter_car swat_vehicle_3 as_driver 10000 ms
   05CA: AS_actor 3STORY_Bodyguard2 enter_car swat_vehicle_3 passenger_seat 0 time 10000
car.SetToPsychoDriver(swat_vehicle_3)
car.SetToPsychoDriver(swat_vehicle_2)
car.SetMaxSpeed(swat_vehicle_2,60.0)
car.SetMaxSpeed(swat_vehicle_3,60.0)
00AE: set_car swat_vehicle_2 traffic_behaviour_to 2
00AE: set_car swat_vehicle_3 traffic_behaviour_to 2
   while true
   wait 0
  gosub @death   
        if and
        actor.Driving(3STORY_jimmy)
        actor.Driving(3STORY_Ken)
        actor.Driving(3STORY_Bobby)
        actor.Driving(3STORY_GARVY)
        actor.Driving(3STORY_JACK)
        actor.Driving($PLAYER_ACTOR) 
        then
        fade 0 500
        wait 500
        fade 1 500
            car.DoorStatus(swat_vehicle_2, 4)
            car.PutAt(swat_vehicle_3,2384.5852, 2696.7742, 11.0156 )
            car.PutAt(swat_vehicle_2,2385.377, 2627.7742, 13.8422 )
            car.PutAt(swat_vehicle_1, 2384.9753, 2662.7742, 12.1221)
            car.Angle(swat_vehicle_3)=180.6633
            car.Angle(swat_vehicle_2)=180.6633
            car.Angle(swat_vehicle_1)=180.6633
          ZOMBIE_SPAWN_RATE = 10
          ZOMBIES_CLEANUP()
            break 
        end 
   end 
ZOMBIE_SPAWN_RATE = 10 
 car.DriveTo(swat_vehicle_2, 2056.196, 2449.9185, 10.6719 )
 car.DriveTo(swat_vehicle_3,2056.196, 2449.9185, 10.6719 )
          while true 
          wait 0
          gosub @death   

             if    and
             
             00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2056.196 2449.9185 10.6719 radius 18.0 18.0 15.0
             00FE:   actor 3STORY_JACK sphere 0 in_sphere 2056.196 2449.9185 10.6719 radius 18.0 18.0 15.0
             then
                 car.DoorStatus(swat_vehicle_2, 0)
                car.LockInCurrentPosition(swat_vehicle_3  ) =  true
                car.LockInCurrentPosition(swat_vehicle_2 ) = true 
                
                0633: AS_actor 3STORY_jimmy exit_car
                0633: AS_actor 3STORY_Bobby exit_car
                0633: AS_actor 3STORY_Ken exit_car
                0633: AS_actor 3STORY_GARVY exit_car
                0633: AS_actor 3STORY_JACK exit_car
                0633: AS_actor 3STORY_Bodyguard2 exit_car
                0633: AS_actor 3STORY_Bodyguard1 exit_car
                car.RemoveReferences(swat_vehicle_3)
                car.RemoveReferences(swat_vehicle_2)
                car.RemoveReferences(swat_vehicle_1)
            
                0615: define_AS_pack_begin 555@

                05D3: AS_actor -1  goto_point  2072.9707 2377.3345 10.8203  mode 7 time -1 ms // versionA
                05D3: AS_actor -1  goto_point  2108.4819 2376.1699 15.1172 mode 7 time -1 ms // versionA
                05C9: AS_actor -1 on_guard 3000 ms    
                05D3: AS_actor -1  goto_point  2109.1509 2385.0479 15.125 mode 7 time -1 ms // versionA
                05D3: AS_actor -1  goto_point 2074.3513 2382.6453 15.125  mode 7 time -1 ms // versionA
                05C9: AS_actor -1 on_guard 3000 ms  
                05D3: AS_actor -1  goto_point  2074.655 2376.1133 15.1172 mode 7 time -1 ms // versionA
                05D3: AS_actor -1  goto_point  2111.1201 2374.5503 19.4219 mode 7 time -1 ms // versionA

                
                
                0618: assign_actor 3STORY_jimmy to_AS_pack 555@
                0618: assign_actor 3STORY_Bobby to_AS_pack 555@
                0618: assign_actor 3STORY_Ken to_AS_pack 555@
                0618: assign_actor 3STORY_GARVY to_AS_pack 555@
                0618: assign_actor 3STORY_JACK to_AS_pack 555@
                0618: assign_actor 3STORY_Bodyguard2 to_AS_pack 555@
                0618: assign_actor 3STORY_Bodyguard1 to_AS_pack 555@
                061B: remove_references_to_AS_pack 555@
                while true 
                wait 0 
                gosub @death   
                    if  or 
                    00FE:   actor 3STORY_JACK sphere 0 in_sphere  2111.1201 2374.5503 19.4219 radius 5.0 5.0 2.0 
                    00FE:   actor 3STORY_GARVY sphere 0 in_sphere  2111.1201 2374.5503 19.4219 radius 5.0 5.0 2.0
                    then
                       0936: set_camera 2111.6865 2383.8242 19.4219  transverse_to 2077.5254 2383.9971 19.4219 time 4000 smooth_transition 1
                       0920: point_camera  2105.0005 2415.1504 19.4219 position_to  2085.875 2416.48 19.4219 time 4000 smooth_transition 1

                       swat1 = actor.Create(4, #WMOICE ,2103.021, 2404.3232, 19.4219 )
                       swat2 = actor.Create(4, #WMOICE ,2108.0398, 2397.3367, 19.4219 )
                       swat3 = actor.Create(4, #WMOICE , 2092.0398, 2397.2937, 19.4219)
                       swat4 = actor.Create(4, #WMOICE , 2079.0156, 2406.2588, 19.4219)
                       swat5 = actor.Create(4, #WMOICE , 2072.2092, 2397.2209, 19.4219)
                       swat6= actor.Create(4, #WMOICE ,2094.4114, 2411.5093, 19.4219 )
                       actor.Angle(swat1)=180.1472
                       actor.Angle(swat2)=180.1472
                       actor.Angle(swat3)=180.1472
                       actor.Angle(swat4)=180.1472
                       actor.Angle(swat5)=180.1472
                       actor.Angle(swat6)=180.1472    
                       060B: set_actor swat1 decision_maker_to 32
                       060B: set_actor swat2 decision_maker_to 32
                       060B: set_actor swat3 decision_maker_to 32
                       060B: set_actor swat4 decision_maker_to 32
                       060B: set_actor swat5 decision_maker_to 32
                       060B: set_actor swat6  decision_maker_to 32 

                       wait 4000
                       camera.Restore_WithJumpCut()
                       actor.DestroyInstantly(swat1)
                       actor.DestroyInstantly(swat2)
                       actor.DestroyInstantly(swat3)
                       actor.DestroyInstantly(swat4)
                       actor.DestroyInstantly(swat5)
                       actor.DestroyInstantly(swat6) 
                       if 056D:   actor xENEMY1x defined
                       then
                          actor.PutAt(xENEMY1x,2086.8525, 2416.6904, 19.4219 )
                          05E2: AS_actor xENEMY1x kill_actor $PLAYER_ACTOR
                       end   
                       if 056D:   actor xENEMY2x defined
                       then
                          actor.PutAt(xENEMY2x,2103.7559, 2414.1924, 19.4219 )
                          05E2: AS_actor xENEMY2x kill_actor $PLAYER_ACTOR
                       end   
                       if 056D:   actor xENEMY3x defined
                       then
                          actor.PutAt(xENEMY3x,2110.4019, 2402.3262, 19.4219 )
                          05E2: AS_actor xENEMY3x kill_actor $PLAYER_ACTOR
                       end   
                       if 056D:   actor xENEMY4x defined
                       then
                          actor.PutAt(xENEMY4x,2067.9331, 2409.5488, 19.4219 )
                          05E2: AS_actor xENEMY4x kill_actor $PLAYER_ACTOR
                       end   
                       if 056D:   actor xENEMY5x defined
                       then
                          actor.PutAt(xENEMY5x, 2070.4585, 2397.8184, 19.4219)
                          05E2: AS_actor xENEMY5x kill_actor $PLAYER_ACTOR
                       end   
                       if 056D:   actor xENEMY6x defined
                       then
                          actor.PutAt(xENEMY6x, 2057.6758, 2400.1807, 19.4219)
                          05E2: AS_actor xENEMY6x kill_actor $PLAYER_ACTOR
                       end   
                       if 056D:   actor xENEMY7x defined
                       then
                          actor.PutAt(xENEMY7x,2073.0645, 2384.3162, 19.4219 )
                          05E2: AS_actor xENEMY7x kill_actor $PLAYER_ACTOR
                       end   
                       if 056D:   actor xENEMY8x defined
                       then
                          actor.PutAt(xENEMY8x, 2058.6367, 2382.2026, 19.4219)
                          05E2: AS_actor xENEMY8x kill_actor $PLAYER_ACTOR
                       end   
                        if 056D:   actor xENEMY9x defined
                       then
                          actor.PutAt(xENEMY9x, 2099.6965, 2432.8279, 19.4219)
                          05E2: AS_actor xENEMY9x kill_actor $PLAYER_ACTOR
                       end   
                       TIMER_CUSTOM5 = 0 
                       0ACD: show_text_highpriority "Jack: Protect ourselfs guys! Use what ever you need to survive!" time 3000 

                        repeat 
                        wait 0
                        gosub @death
                        until TIMER_CUSTOM5 > 15000
                        fade 0 500
                        wait  500
                        fade  1 500 
                        0ACD: show_text_highpriority "Garvy: Up this way." time 3000 
                            actor.PutAt($PLAYER_ACTOR, 2071.2224, 2426.5845, 49.5234)
                            actor.PutAt(3STORY_Bobby,2069.428, 2432.8296, 49.5234 )
                            actor.PutAt(3STORY_jimmy,2074.0735, 2434.1587, 49.5234 )
                            actor.PutAt(3STORY_Ken, 2075.1521, 2432.9404, 49.5234)
                            actor.PutAt(3STORY_GARVY,2074.2983, 2434.8584, 49.5234 )
                            actor.PutAt(3STORY_JACK,2070.7468, 2434.563, 49.5234 )
                            actor.PutAt(3STORY_Bodyguard1,2070.4751, 2427.5312, 49.5234 )
                            actor.PutAt(3STORY_Bodyguard2, 2073.2283, 2423.7175, 49.5234)
                            actor.Angle($PLAYER_ACTOR) = 357.3995
                            actor.Angle(3STORY_GARVY) = 357.3995
                            actor.Angle(3STORY_jimmy) = 357.3995
                            actor.Angle(3STORY_Ken) = 357.3995
                            actor.Angle(3STORY_JACK) = 357.3995
                            actor.Angle(3STORY_Bodyguard2) = 357.3995 
                            actor.Angle(3STORY_Bodyguard1) = 357.3995
                                     if     0800:   in_two_players_mode
                                     then
                                        actor.PutAt(player2 , 2072.9739, 2428.3291, 49.5234)
                                       actor.Angle(player2) = 357.3995 
                                     end                             
                            0615: define_AS_pack_begin 555@
            
                            05D3: AS_actor -1  goto_point   2072.1584 2440.2222 49.5222  mode 6 time -1 ms // versionA 
                            05D3: AS_actor -1  goto_point   2097.5081 2440.0388 60.8203  mode 6 time -1 ms // versionA 
                            05D3: AS_actor -1  goto_point   2096.7266 2433.6226 60.8169  mode 6 time -1 ms // versionA 
                            05D3: AS_actor -1  goto_point   2114.1555 2432.0378 60.8169  mode 6 time -1 ms // versionA 
                            05D3: AS_actor -1  goto_point    2115.303 2410.1592 65.1101 mode 6 time -1 ms // versionA 
                            05D3: AS_actor -1  goto_point   2125.9597 2410.5496 65.2773  mode 6 time -1 ms // versionA 
                            05D3: AS_actor -1  goto_point    2159.98 2425.4436 65.2773  mode 6 time -1 ms // versionA 
                            05D3: AS_actor -1  goto_point 2182.2837 2425.0122 73.0339  mode 6 time -1 ms // versionA 
                          
            
                            
                            
                            0618: assign_actor 3STORY_jimmy to_AS_pack 555@
                            0618: assign_actor 3STORY_Bobby to_AS_pack 555@
                            0618: assign_actor 3STORY_Ken to_AS_pack 555@
                            0618: assign_actor 3STORY_GARVY to_AS_pack 555@
                            0618: assign_actor 3STORY_JACK to_AS_pack 555@
                            0618: assign_actor 3STORY_Bodyguard2 to_AS_pack 555@
                            0618: assign_actor 3STORY_Bodyguard1 to_AS_pack 555@
                            061B: remove_references_to_AS_pack 555@
                            while true 
                            wait 0 
                            gosub @death
                               if   or 
                                00FE:   actor 3STORY_JACK sphere 0 in_sphere  2182.2837 2425.0122 73.0339 radius 7.0 7.0 2.0 
                                00FE:   actor 3STORY_GARVY sphere 0 in_sphere  2182.2837 2425.0122 73.0339 radius 7.0 7.0 2.0 

                               then
                                    jump @NEXT_PART 
                               end 
                            end
                    end 
                end 
             end 
          
          end 
          
:NEXT_PART           
while true 
wait 0
                                gosub @ZOMBIES_CLEANUP
                               HUD_ENABLE_WIDESCREEN()
                               player.CanMove($PLAYER_CHAR) =false 
                               actor.PutAt(3STORY_JACK, 2189.9053, 2416.5215, 73.0312)
                               actor.Angle(3STORY_JACK) = 261.9761
                            
                                
                               015F: set_camera_position 2213.6956 2414.4724 75.0312  rotation 0.0 0.0 0.0
                               0160: set_camera_point_at 2309.5549 2409.4099 35.0312 switchstyle 2
                               wait 1000
                               
                               015F: set_camera_position 2206.2527 2400.3274 73.0312 rotation 0.0 0.0 0.0
                               0160: set_camera_point_at   2189.4915 2415.498 73.0312 1
                                        actor.PutAt($PLAYER_ACTOR,2267.9216, 2420.8774, 10.8203 )
                                        
                                     
                                        actor.PutAt(3STORY_Bobby,2264.9812, 2418.7913, 10.8203 )
                                        actor.PutAt(3STORY_jimmy, 2264.894, 2421.7898, 10.8203)
                                        actor.PutAt(3STORY_Ken, 2265.0103, 2417.7917, 10.8203 )
                                        actor.PutAt(3STORY_GARVY,2273.9187, 2421.0518, 10.8203 ) 
                                        actor.PutAt(3STORY_Bodyguard1, 2253.9575, 2419.4712, 10.8203     )
                                        actor.PutAt(3STORY_Bodyguard2, 2253.8994, 2421.4702, 10.8203 )
                                        actor.Angle($PLAYER_ACTOR) =  273.6688
                                        actor.Angle(3STORY_GARVY) = 273.6688
                                        actor.Angle(3STORY_jimmy) = 273.6688
                                        actor.Angle(3STORY_Ken) = 273.6688 
                                        actor.Angle(3STORY_Bodyguard2) = 273.6688
                                        actor.Angle(3STORY_Bodyguard1) =  273.6688   
                                     if     0800:   in_two_players_mode
                                     then
                                        actor.PutAt(player2 ,2268.9216, 2421.8774, 10.8203 )
                                       actor.Angle(player2) =  273.6688   
                                     end 
                               wait 1000
                              0ACD: show_text_highpriority "Jack: SHIT! Now what? Were stuck up there." time 4000
                                wait 3000
                                015F: set_camera_position  2195.7402 2415.7361 73.0312 rotation 0.0 0.0 0.0
                               0160: set_camera_point_at   2187.5771 2417.0474 73.0312     2
                                   0ACD: show_text_highpriority "Jack: Thanks alot Garvy, for showing me the dumb path. We would been eated by zombies!" time 4000
                                   wait 4000
                                   05D4: AS_actor 3STORY_JACK rotate_angle  67.6521
                                  wait 500
                                  0ACD: show_text_highpriority "Jack: What? Where they when to? Damn really I hate it now!" time 4000
                                  wait 4000
                                  fade 0 1000
                                  wait 1000
                                  fade 1 1000
                                  0936: set_camera 2268.0906 2417.2837 15.8203  position_to 2254.1179 2416.3882 15.8203 time 7000 smooth_transition 1
                                  0920: point_camera 2315.0068 2419.3657 15.8203 transverse_to 2264.9045 2420.0859 10.8203  time 7000 smooth_transition 1
                                       

                                          0ACD: show_text_highpriority "Garvy: The police HQ is this way." time 5000
                                          wait 5000
                                          0ACD: show_text_highpriority "Garvy: Let's go inside people, before they will come." time 5000
                                          fade 0 1000
                                          wait 1000
                                          fade 1 1000
                                          MUSIC_STOP()
                                          audiostream.PerformAction(MUSIC_EXE_ARMY,play)
                                      
                                  0936: set_camera  1986.0287 2430.8721 15.8203  position_to  1978.1932 2433.3081 13.8203 time 3000 smooth_transition 1
                                  0920: point_camera  1950.2767 2426.5525 10.8203 transverse_to   1951.2657 2426.7 10.8203 time 3000 smooth_transition 1
                                         swat1 = actor.Create(4,#WMOICE,1950.9548, 2424.3931, 10.8203 )       
                                         swat2 = actor.Create(4,#WMOICE, 1951.6976, 2419.448, 10.8203)       
                                         swat3 = actor.Create(4,#WMOICE, 1941.363, 2420.9282, 10.8203)       
                                         swat4 = actor.Create(4,#WMOICE, 1940.9174, 2423.8953, 10.8203)       
                                         swat5 = actor.Create(4,#WMOICE, 1936.3676, 2427.2566, 10.8203)       
                                         swat6 = actor.Create(4,#WMOICE, 1931.7712, 2417.4634, 10.8203)       
                                         swat7 = actor.Create(4,#WMOICE, 1933.2058, 2414.645, 10.8203) 
                                         actor.Angle(swat1)=278.5441       
                                         actor.Angle(swat2)=278.5441       
                                         actor.Angle(swat3)=278.5441       
                                         actor.Angle(swat4)=278.5441       
                                         actor.Angle(swat5)=278.5441       
                                         actor.Angle(swat6)=278.5441   
                                        actor.Angle(swat7)=278.5441       
                                        actor.SetWalkStyle(swat1, "oldman")
                                        actor.SetWalkStyle(swat2, "oldman")
                                        actor.SetWalkStyle(swat3, "oldman")
                                        actor.SetWalkStyle(swat4, "oldman")
                                        actor.SetWalkStyle(swat5, "oldman")
                                        actor.SetWalkStyle(swat6, "oldman")
                                        actor.SetWalkStyle(swat7, "oldman") 
                                          actor.PutAt( 3STORY_jack,1975.6575, 2430.7866, 10.8203  )
                                          actor.Angle(3STORY_jack)= 108.5643
                                          060B: set_actor 3STORY_jack decision_maker_to 32
                                          actor.GiveWeaponAndAmmo(3STORY_jack,DesertEagle,99999)
                                          actor.WeaponAccuracy(3STORY_jack)=90
                                          07DD: set_actor 3STORY_jack attack_rate 100 // previously known as temper_to
                                           0ED9: set_char_ignore_damage_anims 3STORY_jack 1 
                                           actor.Health(3STORY_jack)  = 25000
                                          wait 3000
                                          05E2: AS_actor swat1 kill_actor 3STORY_jack
                                          05E2: AS_actor 3STORY_jack kill_actor swat1
                                          015F: set_camera_position 1983.8806 2428.1606 10.8203  rotation 0.0 0.0 0.0
                                          0160: set_camera_point_at 1975.4885 2430.5706 10.8203 switchstyle 2
                                          wait 2000
                                          05BE: AS_actor swat1 die

                                          015F: set_camera_position 1983.1478 2435.9182 10.8203  rotation 0.0 0.0 0.0
                                          0160: set_camera_point_at 1946.3369 2422.1167 10.8203 switchstyle 2
                                            05E2: AS_actor swat2 kill_actor 3STORY_jack
                                          05E2: AS_actor 3STORY_jack kill_actor swat2
                                          wait 2000
                                           05BE: AS_actor swat2 die
                                          015F: set_camera_position 1927.9077 2426.1809 13.8203 rotation 0.0 0.0 0.0
                                          0160: set_camera_point_at 1948.8308 2427.9805 10.8203  switchstyle 2
                                          0668: AS_actor 3STORY_jack rotate_and_shoot_at  1928.0791 2424.1882 10.8203 5000 ms
                                         05E2: AS_actor swat3 kill_actor 3STORY_jack
                                         05E2: AS_actor swat4 kill_actor 3STORY_jack
                                         05E2: AS_actor swat5 kill_actor 3STORY_jack
                                         05E2: AS_actor swat6 kill_actor 3STORY_jack
                                         05E2: AS_actor swat7 kill_actor 3STORY_jack
                                          wait 3000
                                           05BE: AS_actor swat3 die
                                          05D3: AS_actor 3STORY_jack goto_point  2016.0939 2428.9192 11.0926 mode 7 time -1  ms // versionA
                                          015F: set_camera_position 1967.3792 2403.073 14.0926  rotation 0.0 0.0 0.0
                                          0160: set_camera_point_at 1978.5371 2434.6858 10.0926  switchstyle 2
                                          wait 2000
                                          fade 0 1000
                                          wait 1000
                                          fade 1 1000
                                          actor.DestroyInstantly(swat1)
                                          actor.DestroyInstantly(swat2)
                                          actor.DestroyInstantly(swat3)
                                          actor.DestroyInstantly(swat4)
                                          actor.DestroyInstantly(swat6)
                                          actor.DestroyInstantly(swat7)
                                          actor.DestroyInstantly(swat5) 
                                          player.CanMove($PLAYER_CHAR)=true  
                                           HUD_DISABLE_WIDESCREEN()
                                           camera.Restore_WithJumpCut()
                                           
                                           
                                           jump @POLICE_STATION 
end           

:POLICE_STATION 
gosub @MUSIC_STOP
player.CanMove($PLAYER_CHAR)=true
Audiostream.PerformAction(MUSIC_LOST_FOREST,play )
ZOMBIE_SPAWN_RATE = 1000
               gosub @ZOMBIES_CLEANUP
               select_interior 3 
               0860: link_actor $PLAYER_ACTOR to_interior 3

                                        actor.PutAt($PLAYER_ACTOR,236.8527, 146.5808, 1003.0234  )
                                        actor.PutAt(3STORY_Bobby,235.0619, 144.612, 1003.03 )
                                        actor.PutAt(3STORY_jimmy, 237.7355, 145.0174, 1003.0234)
                                        actor.PutAt(3STORY_Ken, 240.2396, 143.3506, 1003.0234  )
                                        actor.PutAt(3STORY_GARVY, 240.8601, 148.1824, 1003.0234) 
                                        actor.PutAt(3STORY_Bodyguard1,  242.6138, 147.8828, 1003.0234 )
                                        actor.PutAt(3STORY_Bodyguard2, 244.8937, 147.1797, 1003.0234)
                                        actor.Angle($PLAYER_ACTOR) = 357.9139
                                        
                                        873@ = actor.Angle($PLAYER_ACTOR) 
                                        actor.Angle(3STORY_GARVY) = 873@
                                        actor.Angle(3STORY_jimmy) =873@
                                        actor.Angle(3STORY_Ken) =873@
                                        actor.Angle(3STORY_Bodyguard2) = 873@
                                        actor.Angle(3STORY_Bodyguard1) = 873@
              if   0800:   in_two_players_mode
              then
                        actor.PutAt(player2 , 236.8527, 147.5808, 1003.0234   )
                       actor.Angle(player2) = 873@
              end                                         
                                        
                             867@=object.Init(3576 , 207.7577, 168.2211, 1003.0234)
                             867@=object.Init(3576 ,205.8037, 166.6326, 1003.0234 )
                             867@=object.Init(3576 ,214.9429, 161.0372, 1003.0234 )
                             867@=object.Init(3576 , 218.6479, 160.9618, 1003.0234)
                             867@=object.Init(3576 , 226.2926, 161.3303, 1003.0234)
                             867@=object.Init(3576 , 231.7681, 169.9492, 1003.0234)

                            0615: define_AS_pack_begin 555@
            
                            05D3: AS_actor -1  goto_point 236.455 151.235 1003.03  mode 6 time -1 ms // versionA  
                            05D3: AS_actor -1  goto_point 226.7774 151.0237 1003.0234  mode 6 time -1 ms // versionA  
                            05D3: AS_actor -1  goto_point 226.0245 158.4801 1003.0234  mode 6 time -1 ms // versionA  
                            05D3: AS_actor -1  goto_point 206.5856 157.2115 1003.0234  mode 6 time -1 ms // versionA  
                            05D3: AS_actor -1  goto_point 206.3323 161.8008 1003.0234  mode 6 time -1 ms // versionA  
                            05D3: AS_actor -1  goto_point  202.5469 162.8148 1003.0234 mode 6 time -1 ms // versionA  
                            05D3: AS_actor -1  goto_point  202.156 175.6986 1003.0234 mode 6 time -1 ms // versionA  
                            05D3: AS_actor -1  goto_point 206.2147 175.9734 1003.0339  mode 6 time -1 ms // versionA  
                            0618: assign_actor 3STORY_jimmy to_AS_pack 555@
                            0618: assign_actor 3STORY_Bobby to_AS_pack 555@
                            0618: assign_actor 3STORY_Ken to_AS_pack 555@
                            0618: assign_actor 3STORY_GARVY to_AS_pack 555@
                          //  0618: assign_actor 3STORY_JACK to_AS_pack 555@
                            0618: assign_actor 3STORY_Bodyguard2 to_AS_pack 555@
                            0618: assign_actor 3STORY_Bodyguard1 to_AS_pack 555@
                            061B: remove_references_to_AS_pack 555@
                while true 
                wait 0 
                gosub @death
                     if or  
                      00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 206.7705 176.8198 1003.0349  radius 6.0 6.0 6.0
                      00FE:   actor 3STORY_GARVY sphere 0 in_sphere 206.7705 176.8198 1003.0349  radius 6.0 6.0 6.0
                     then
                        break 
                     end
                end 
                          player.CanMove($PLAYER_CHAR)=false
                          gosub @ZOMBIES_CLEANUP
                      
                                         swat1 = actor.Create(4,#WMOICE, 222.4594, 179.1713, 1003.0312 )       
                                         swat2 = actor.Create(4,#WMOICE, 216.12, 179.9271, 1003.0312 )       
                                         swat3 = actor.Create(4,#WMOICE,  225.9916, 179.039, 1003.0312)       
                                         swat4 = actor.Create(4,#WMOICE, 229.4422, 183.0391, 1003.0312 )       
                                         swat5 = actor.Create(4,#WMOICE, 226.4525, 174.5778, 1003.0312 )       
                                         swat6 = actor.Create(4,#WMOICE,222.638, 182.0193, 1003.0312)       
                                         swat7 = actor.Create(4,#WMOICE, 218.9443, 182.9304, 1003.0312) 
                                         actor.Angle(swat1)=  90.6773
                                         actor.Angle(swat2)= 90.6773      
                                         actor.Angle(swat3)= 90.6773     
                                         actor.Angle(swat4)= 90.6773    
                                         actor.Angle(swat5)= 90.6773       
                                         actor.Angle(swat6)= 90.6773  
                                        actor.Angle(swat7)=  90.6773   
                                        actor.SetWalkStyle(swat1, "oldman")
                                        actor.SetWalkStyle(swat2, "oldman")
                                        actor.SetWalkStyle(swat3, "oldman")
                                        actor.SetWalkStyle(swat4, "oldman")
                                        actor.SetWalkStyle(swat5, "oldman")
                                        actor.SetWalkStyle(swat6, "oldman")
                                        actor.SetWalkStyle(swat7, "oldman")                 
                                        060B: set_actor swat1 decision_maker_to 32
                                        060B: set_actor swat2 decision_maker_to 32
                                        060B: set_actor swat3 decision_maker_to 32
                                        060B: set_actor swat4 decision_maker_to 32
                                        060B: set_actor swat5 decision_maker_to 32
                                        060B: set_actor swat6 decision_maker_to 32
                                        060B: set_actor swat7 decision_maker_to 32
                actor.PutAt(3STORY_GARVY, 207.7377, 178.0109, 1003.0369) 
                actor.Angle(3STORY_GARVY)=270.7165                                                      
                015F: set_camera_position 220.0901 179.4894 1003.0378 rotation 0.0 0.0 0.0
                0160: set_camera_point_at 229.3831 179.6212 1003.0312 switchstyle 2                                     
                wait  0
                015F: set_camera_position  208.5299 178.827 1003.0312 rotation 0.0 0.0 0.0
                0160: set_camera_point_at 229.3831 179.6212 1003.0312 switchstyle 1            
                wait 2000
                015F: set_camera_position 212.8931 178.0517 1003.0312 rotation 0.0 0.0 0.0
                0160: set_camera_point_at 208.3238 178.2765 1003.0312  switchstyle 2            
                05E2: AS_actor 3STORY_GARVY kill_actor swat2
                wait 2000
                015F: set_camera_position 212.8931 178.0517 1003.0312 rotation 0.0 0.0 0.0
                0160: set_camera_point_at 226.7547 179.49 1003.0312  switchstyle 2    
                
                05E2: AS_actor $PLAYER_ACTOR kill_actor swat4
                05E2: AS_actor 3STORY_GARVY kill_actor swat5
                05E2: AS_actor 3STORY_Ken kill_actor swat6
                05E2: AS_actor 3STORY_GARVY kill_actor swat3
                05E2: AS_actor 3STORY_jimmy kill_actor swat2
                05E2: AS_actor 3STORY_bobby kill_actor swat7
                05E2: AS_actor 3STORY_Bodyguard2 kill_actor swat1
                05E2: AS_actor 3STORY_Bodyguard1 kill_actor swat1
                        
                wait 2000
               05BE: AS_actor swat1 die
               05BE: AS_actor swat2 die
               05BE: AS_actor swat3 die
               05BE: AS_actor swat4 die
               05BE: AS_actor swat5 die
               05BE: AS_actor swat6 die
               05BE: AS_actor swat7 die 
             actor.DestroyInstantly(swat1)
             actor.DestroyInstantly(swat2)
             actor.DestroyInstantly(swat3)
             actor.DestroyInstantly(swat4)
             actor.DestroyInstantly(swat5)
             actor.DestroyInstantly(swat6)
             actor.DestroyInstantly(swat7)               
               
             060B: set_actor 3STORY_bobby decision_maker_to 32
             060B: set_actor 3STORY_jimmy decision_maker_to 32
             060B: set_actor 3STORY_Bodyguard1 decision_maker_to 32
             060B: set_actor 3STORY_Bodyguard2 decision_maker_to 32
               ZOMBIE_SPAWN_RATE = 300
               swat8=actor.Create(14, #bmotr1 , 263.3927, 176.9004, 1003.0234)
               actor.Angle(swat8)=98.5431
              actor.SetWalkStyle(swat8, "oldman")
              actor.Health(swat8)=25000
              actor.SetImmunities(swat8,0,1,0,0,0)
              0446: set_actor swat8 dismemberment_possible 0
               0946: set_actor swat8 actions_uninterupted_by_weapon_fire 1
              set_char_ignore_damage_anims swat8 1
             07FE: set_actor swat8 fighting_style_to 7 moves 6
             060F: set_actor swat8 melee_accuracy_to 100.0
             060B: set_actor swat8 decision_maker_to 32         
             0326: 138@ = create_actor swat8 fire

             015F: set_camera_position 261.4037 173.6194 1003.0234  rotation 0.0 0.0 0.0
             0160: set_camera_point_at 263.0851 177.812 1003.0234 switchstyle 2
            05D3: AS_actor swat8 goto_point 247.9276 175.829 1003.0234   mode 4 time -1 ms // versionA
             wait 2400
            actor.PutAt( 3STORY_bobby, 238.0034, 176.5029, 1003.03 )
            actor.PutAt( 3STORY_jimmy , 238.7316, 173.5261, 1003.03) 
            actor.PutAt( 3STORY_Bodyguard1 ,  237.9179, 171.7672, 1003.03)
            actor.PutAt( 3STORY_Bodyguard2 ,  235.9616, 171.3514, 1003.03)
            actor.Angle(3STORY_bobby)=272.9986 
            actor.Angle(3STORY_jimmy)=272.9986 
            actor.Angle(3STORY_Bodyguard1)=272.9986 
            actor.Angle(3STORY_Bodyguard2)=272.9986 
              
              actor.Health(3STORY_GARVY) = 9000
            actor.PutAt( 3STORY_GARVY , 226.9709, 177.7925, 1003.0312 )
            actor.PutAt( 3STORY_ken ,  225.4854, 177.596, 1003.0312)
          
            actor.angle(3STORY_GARVY)=187.7706
            actor.angle(3STORY_ken)=187.7706
            
            0638: AS_actor 3STORY_jimmy stay_put 1
            0638: AS_actor 3STORY_bobby stay_put 1
                        
            0812: AS_actor 3STORY_GARVY perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
            0812: AS_actor 3STORY_ken perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

            actor.PutAt( $PLAYER_ACTOR , 212.9633, 179.9359, 1003.0312)
            actor.angle($PLAYER_ACTOR)= 107.6167
            0812: AS_actor $PLAYER_ACTOR perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 7000  // versionB
           
             player.CanMove($PLAYER_CHAR)=true   
             867@=object.Init(3576 ,227.4448, 175.8095, 1003.0312 )
             867@=object.Init(3576 , 225.7169, 174.8765, 1003.0312)
             867@=object.Init(3576 ,209.4695, 178.6271, 1003.0378 )
      015F: set_camera_position 228.0386 181.976 1004.0312 rotation 0.0 0.0 0.0
      0160: set_camera_point_at 227.4559 178.5323 1003.0312 switchstyle 2
      0ACD: show_text_highpriority "GarvY: There we go! It's safe and secure!" time 4000

        wait 3000
      015F: set_camera_position 228.0386 181.976 1004.0312 rotation 0.0 0.0 0.0
      0160: set_camera_point_at 210.9746 178.668 1003.0312 switchstyle 1
            0ACD: show_text_highpriority "Garvy: What? Where these two bums went to?" time 4000
         wait 3000
     
      015F: set_camera_position  236.2705 172.3613 1007.0234 rotation 0.0 0.0 0.0
      0160: set_camera_point_at 254.0195 175.3343 1003.0234  switchstyle 2
       05E2: AS_actor 3STORY_bobby kill_actor swat8 
       05E2: AS_actor 3STORY_jimmy  kill_actor swat8 
       05E2: AS_actor 3STORY_Bodyguard1  kill_actor swat8 
       05E2: AS_actor 3STORY_Bodyguard2  kill_actor swat8 
       05E2: AS_actor swat8  kill_actor 3STORY_jimmy 
         0ACD: show_text_highpriority "Jimmy: What? Garvy thinking? His plan is really stupid! But now we found a rare zombie!" time 4000

       wait 4000
                0ACD: show_text_highpriority "Bobby: GARVY, HELP!!!!" time 5000
       wait 3000
      015F: set_camera_position 228.0386 181.976 1004.0312 rotation 0.0 0.0 0.0
      0160: set_camera_point_at 210.9746 178.668 1003.0312 switchstyle 1
      
      
      fade 0 2000
      wait 2000
      fade 1 2000
           actor.PutAt(3STORY_jimmy  ,  245.529, 177.9215, 1003.03)
           actor.PutAt(3STORY_bobby  , 244.4851, 174.9275, 1003.0234 )
           actor.PutAt(3STORY_Bodyguard1  ,244.1293, 170.9002, 1003.0234 )
           actor.PutAt(3STORY_Bodyguard2  ,246.2589, 171.0997, 1003.0234 )
           actor.PutAt(swat8  , 246.3228, 175.0997, 1003.0234)
           actor.Angle(3STORY_jimmy)=193.2666
           actor.Angle(3STORY_bobby)=9.1435
           actor.Angle(3STORY_Bodyguard2)=51.4763
           actor.Angle(3STORY_Bodyguard1)=28.9711
           actor.Angle(swat8)=87.2486
           
                 05BE: AS_actor swat8 die
            0812: AS_actor 3STORY_bobby perform_animation "IDLE_tired" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1   // versionB
            0812: AS_actor 3STORY_jimmy perform_animation "IDLE_tired" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1   // versionB
            0812: AS_actor 3STORY_Bodyguard2 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1   // versionB
            0812: AS_actor 3STORY_Bodyguard1 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1   // versionB
      015F: set_camera_position 241.4124 172.9193 1003.0234   rotation 0.0 0.0 0.0
      0160: set_camera_point_at  245.6236 178.8616 1003.03 switchstyle 2       
     wait 2000                       
  0ACD: show_text_highpriority "Jimmy: Are you alright, Bobby?" time 4000
    wait 2000
   0ACD: show_text_highpriority "Bobby: Yeah." time 4000
    wait 2000
   0ACD: show_text_highpriority "Jimmy: I don't fell right. I know the sense of that smell." time 4000
   wait 3000
   0ACD: show_text_highpriority "Bobby: Rare blood, really rare." time 4000
    wait 4000
    0332: set_actor 3STORY_jimmy bleeding 1
0332: set_actor 3STORY_bobby bleeding 1
0332: set_actor 3STORY_Bodyguard2 bleeding 1
0332: set_actor 3STORY_Bodyguard1 bleeding 1

   0ACD: show_text_highpriority "Jimmy: SHIT! Why the hell I'm bleeding? No, no, no, this can't be happening!" time 4000
   wait 4000
   actor.SetWalkStyle( 3STORY_jimmy, "oldman" )
   actor.SetWalkStyle( 3STORY_bobby, "oldman" )
   actor.SetWalkStyle( 3STORY_Bodyguard1, "oldman" )
   actor.SetWalkStyle( 3STORY_Bodyguard2, "oldman" )
   05D3: AS_actor 3STORY_bobby goto_point 239.0341 185.9794 1003.4203  mode 4 time -1 ms // versionA
   05D3: AS_actor 3STORY_jimmy goto_point 239.0341 185.9794 1003.4203  mode 4 time -1 ms // versionA
  05E2: AS_actor 3STORY_Bodyguard1 kill_actor 3STORY_jimmy
  05E2: AS_actor 3STORY_Bodyguard2 kill_actor 3STORY_bobby
048F: actor 3STORY_jimmy remove_weapons
048F: actor 3STORY_bobby remove_weapons
048F: actor 3STORY_Bodyguard2 remove_weapons
048F: actor 3STORY_Bodyguard1 remove_weapons

      0ACD: show_text_highpriority "Bobby: Oh no, Jimmy! They're infected too! NO!!!!" time 4000
    
      015F: set_camera_position 240.4825 179.6932 1003.03  rotation 0.0 0.0 0.0
      0160: set_camera_point_at 244.193 170.7159 1003.0234  switchstyle 1    
      wait 3000   
      0ACD: show_text_highpriority "Jimmy: RUN!!! THIS IS OUR FINAL CHANCE OR YOU GET INFECTED!!!" time 4000
      wait 3000
      0ACD: show_text_highpriority "Bobby: It's already happening, you got infected too, Jimmy!!" time 4000
      wait 3000
      0ACD: show_text_highpriority "Jimmy: NOOOOOOOOOOOOOOO!!!" time 3000
      wait 3000
     fade 0 1000
     wait 1000
     fade 1 1000
     02D1: remove_fire 138@
      mission_cleanup
      0395: clear_area 1 at 239.0341 185.9794 1003.4203 radius 35555.0
01EB: set_traffic_density_multiplier_to 110@
03DE: set_pedestrians_density_multiplier_to 112@


  :THE_VERY_NEXT_DAY
  actor.PutAt($PLAYER_ACTOR, 770.7659, 2015.6917, 6.0182)
  select_interior 0 
  0860: link_actor $PLAYER_ACTOR to_interior 0
 015F: set_camera_position 788.3317 1998.853 10.3432  rotation 0.0 0.0 0.0
 0160: set_camera_point_at 773.6414 1980.5441 5.3432 switchstyle 2
0337: set_actor $PLAYER_ACTOR visibility 0

        3STORY_jack = actor.Create(8,#OMYST, 776.9772, 1986.8281, 5.3359 )       
         actor.GiveWeaponAndAmmo(3STORY_jack,DesertEagle ,9999 )
                                         swat1 = actor.Create(4,#WMOICE, 775.4924, 1991.4373, 5.3359 )       
                                         swat2 = actor.Create(4,#WMOICE, 767.8878, 1985.5363, 5.3359)       
                                         swat3 = actor.Create(4,#WMOICE, 770.593, 1973.6135, 5.3432 )       
                                         swat4 = actor.Create(4,#WMOICE, 778.4294, 1974.506, 5.3359 )       
                                         swat5 = actor.Create(4,#WMOICE, 782.8297, 1982.5497, 5.3359 )       
                                         swat6 = actor.Create(4,#WMOICE, 780.2053, 1988.4486, 5.3359)       
                                         swat7 = actor.Create(4,#WMOICE,772.9994, 1990.5773, 5.3359 ) 
                                         actor.Angle(swat1)=  90.6773
                                         actor.Angle(swat2)= 90.6773      
                                         actor.Angle(swat3)= 90.6773     
                                         actor.Angle(swat4)= 90.6773    
                                         actor.Angle(swat5)= 90.6773       
                                         actor.Angle(swat6)= 90.6773  
                                        actor.Angle(swat7)=  90.6773   
                                        actor.SetWalkStyle(swat1, "oldman")
                                        actor.SetWalkStyle(swat2, "oldman")
                                        actor.SetWalkStyle(swat3, "oldman")
                                        actor.SetWalkStyle(swat4, "oldman")
                                        actor.SetWalkStyle(swat5, "oldman")
                                        actor.SetWalkStyle(swat6, "oldman")
                                        actor.SetWalkStyle(swat7, "oldman")                 
                                        060B: set_actor swat1 decision_maker_to 32
                                        060B: set_actor swat2 decision_maker_to 32
                                        060B: set_actor swat3 decision_maker_to 32
                                        060B: set_actor swat4 decision_maker_to 32
                                        060B: set_actor swat5 decision_maker_to 32
                                        060B: set_actor swat6 decision_maker_to 32
                                        060B: set_actor swat7 decision_maker_to 32
                                        05E2: AS_actor swat1 kill_actor 3STORY_jack 
                                        05E2: AS_actor swat2 kill_actor 3STORY_jack 
                                        05E2: AS_actor swat3 kill_actor 3STORY_jack 
                                        05E2: AS_actor swat4 kill_actor 3STORY_jack 
                                        05E2: AS_actor swat5 kill_actor 3STORY_jack 
                                        05E2: AS_actor swat6 kill_actor 3STORY_jack 
                                        05E2: AS_actor swat7 kill_actor 3STORY_jack  
                                        05E2: AS_actor 3STORY_jack kill_actor swat1  
                                        wait 1000
                                        05E2: AS_actor 3STORY_jack kill_actor swat4  
                                        wait 1000
                                        05E2: AS_actor 3STORY_jack kill_actor swat6  
                                        wait 1000
     fade 0 1000
     wait 1000
     fade 1 1000
     0337: set_actor $PLAYER_ACTOR visibility 1
     ZOMBIE_SPAWN_RATE = 1 
     gosub @MUSIC_STOP  
   actor.DestroyInstantly( 3STORY_jack )  
     audiostream.PerformAction(MUSIC_silence, PLAY ) 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 16
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 22
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 17
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 15

              if   0800:   in_two_players_mode
              then
                        actor.PutAt(player2 , 654.5839, 1267.8574, 11.7187)
                       actor.Angle(player2) =  337.9995
              end     
3STORY_Ken   = actor.Create(8,#WMYRI,  655.5413, 1270.1843, 11.6607)
actor.health(3STORY_Ken) = 20000
actor.Angle(3STORY_Ken) = 337.9995
actor.GiveWeaponAndAmmo(3STORY_Ken, Shotgun , 99999)
0446: set_actor 3STORY_Ken dismemberment_possible 0
02E2: set_actor 3STORY_Ken weapon_accuracy_to 40
07DD: set_actor 3STORY_Ken attack_rate 60 // previously known as temper_to
0946: set_actor 3STORY_Ken actions_uninterupted_by_weapon_fire 1 
03FE: set_actor 3STORY_Ken money 0 
07FE: set_actor 3STORY_Ken fighting_style_to 15 moves 6

3STORY_GARVY = actor.Create(8,#OMYRI, 649.5969, 1271.5342, 11.7187)
actor.health(3STORY_GARVY) = 20000
actor.Angle(3STORY_GARVY) =  347.0
actor.GiveWeaponAndAmmo(3STORY_GARVY, Shotgun, 99999)
0446: set_actor 3STORY_GARVY dismemberment_possible 0
02E2: set_actor 3STORY_GARVY weapon_accuracy_to 75
07DD: set_actor 3STORY_GARVY attack_rate 70 // previously known as temper_to
 0946: set_actor 3STORY_GARVY actions_uninterupted_by_weapon_fire 1 
03FE: set_actor 3STORY_GARVY   0 
07FE: set_actor 3STORY_GARVY fighting_style_to 7 moves 6
 015F: set_camera_position  651.7159 1238.7781 18.476 rotation 0.0 0.0 0.0
 0160: set_camera_point_at 685.3877 1321.4407 11.4891 switchstyle 2
actor.PutAt($PLAYER_ACTOR, 653.5839, 1267.8574, 11.7187)
actor.angle($PLAYER_ACTOR) =   345.0 
09B5: set_actor 3STORY_GARVY signal_after_kill 0
09B5: set_actor 3STORY_Ken signal_after_kill 0
0ED9: set_char_ignore_damage_anims 3STORY_GARVY 1
0ED9: set_char_ignore_damage_anims 3STORY_Ken 1

Lost_car = car.Create( #HUNTLEY ,643.6815, 1251.6045, 11.5944 )
car.Health(Lost_car)=4000
car.Angle(Lost_car)=166.9991
car.DoorStatus(Lost_car,4 )
0325: 149@ = create_car Lost_car fire

     swat1 = actor.Create(14,#WBDYG1, 676.3562, 1299.1528, 11.7187 )       
     swat2 = actor.Create(14,#WMYBMX, 683.9592, 1296.6646, 11.7187 )       
     swat3 = actor.Create(14,#FAM1, 698.6328, 1285.9512, 11.7187 )       
     swat4 = actor.Create(14,#FAM1,  691.5059, 1281.2571, 11.7187)       
     swat5 = actor.Create(14,#WMOICE,  662.3904, 1305.7261, 11.7187 )       
     swat6 = actor.Create(14,#WMOICE,  672.4495, 1324.4021, 11.7187)       
     swat7 = actor.Create(14,#WMOICE, 685.3877, 1321.4407, 11.4891  ) 
     actor.Angle(swat1)= 161.8779 
     actor.Angle(swat2)= 161.8779     
     actor.Angle(swat3)= 166.8244   
     actor.Angle(swat4)=  166.8244   
     actor.Angle(swat5)= 166.8244      
     actor.Angle(swat6)=  166.8244 
    actor.Angle(swat7)=  166.8244   
    actor.Health(swat1)=800
    actor.Health(swat2)=800
    actor.SetWalkStyle(swat1, "oldman")
    actor.SetWalkStyle(swat2, "oldman")
    actor.SetWalkStyle(swat3, "oldman")
    actor.SetWalkStyle(swat4, "oldman")
    actor.SetWalkStyle(swat5, "oldman")
    actor.SetWalkStyle(swat6, "oldman")
    actor.SetWalkStyle(swat7, "oldman")  
05E2: AS_actor swat1 kill_actor 3STORY_GARVY
05E2: AS_actor swat2 kill_actor 3STORY_ken
05E2: AS_actor swat3 kill_actor 3STORY_ken
05E2: AS_actor swat4 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat5 kill_actor $PLAYER_ACTOR
05E2: AS_actor swat6 kill_actor 3STORY_GARVY
05E2: AS_actor swat7 kill_actor $PLAYER_ACTOR
0489: set_actor swat1 muted 1
0489: set_actor swat2 muted 1
0489: set_actor swat3 muted 1
0489: set_actor swat4 muted 1
0489: set_actor swat5 muted 1
0489: set_actor swat6 muted 1
0489: set_actor swat7 muted 1 

05E2: AS_actor 3STORY_GARVY kill_actor swat4
05E2: AS_actor 3STORY_ken kill_actor swat6
05E2: AS_actor $PLAYER_ACTOR kill_actor swat3
    0ACD: show_text_highpriority "Garvy: Farwell you 2, you guys are very stupid to be infected!" time 3000
 
     wait 3000
    0ACD: show_text_highpriority "Ken: I can't believe their gone, Garvy. I'm afriad have to kill them." time 4000

     camera.Restore_WithJumpCut()  
     0792: disembark_instantly_actor $PLAYER_ACTOR
    timer_custom6 = 0     
    repeat 
    wait 0 
    gosub @death
    until timer_custom6 > 6000    
    0ACD: show_text_highpriority "Garvy: Guys follow me." time 4000
060B: set_actor 3STORY_GARVY decision_maker_to 32
060B: set_actor 3STORY_ken decision_maker_to 32

actor.SetWalkStyle( 3STORY_GARVY, "player" )    
actor.SetWalkStyle( 3STORY_ken, "player" )    
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point 661.2564 1227.9132 11.4801 mode 7 time -1  ms // versionA
05D3: AS_actor -1  goto_point 478.1272 1164.6979 8.1617 mode 7 time -1  ms // versionA
05D3: AS_actor -1  goto_point 421.6245 1163.7627 7.8817 mode 7 time -1  ms // versionA
05D3: AS_actor -1  goto_point 411.8973 1164.3516 7.9046 mode 7 time -1  ms // versionA
05C9: AS_actor -1 on_guard 4000 ms

0618: assign_actor 3STORY_GARVY to_AS_pack 555@
0618: assign_actor 3STORY_ken to_AS_pack 555@
061B: remove_references_to_AS_pack 555@

135@ = marker.CreateAboveActor(3STORY_GARVY)
018B: set_marker 135@ radar_mode 2
 marker.SetIconSize(135@, 2)
 marker.SetColor(  135@ , 1 )
07E0: set_marker 135@ type_to 1

    while true 
    wait 0   
     gosub @death   
        if and
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  411.8973 1164.3516 7.9046  radius 8.0 8.0 8.0
        00FE:   actor 3STORY_ken sphere 0 in_sphere  411.8973 1164.3516 7.9046  radius 8.0 8.0 8.0
        00FE:   actor 3STORY_GARVY sphere 0 in_sphere  411.8973 1164.3516 7.9046  radius 8.0 8.0 8.0

        then
            ZOMBIE_SPAWN_RATE = 500
            0ACD: show_text_highpriority "Garvy: Hold position." time 4000
           0638: AS_actor 3STORY_ken stay_put 1
           0638: AS_actor 3STORY_GARVY stay_put 1
        060B: set_actor 3STORY_GARVY decision_maker_to 62
        060B: set_actor 3STORY_ken decision_maker_to 62           
            timer_custom6 = 0     
            repeat 
            wait 0 
            gosub @death
            until timer_custom6 > 8000                
            break 
        end     
     end     
            0ACD: show_text_highpriority "Garvy: Come! Let's go!" time 4000
        060B: set_actor 3STORY_GARVY decision_maker_to 32
        060B: set_actor 3STORY_ken decision_maker_to 32         
0615: define_AS_pack_begin 555@
05D3: AS_actor -1  goto_point 402.2219 1162.762 7.9122  mode 7 time -1  ms // versionA 
05D3: AS_actor -1  goto_point 394.8939 1173.168 7.9136 mode 7 time -1  ms // versionA 
05D3: AS_actor -1  goto_point 381.34 1181.2487 7.9888 mode 7 time -1  ms // versionA 
05D3: AS_actor -1  goto_point 323.9669 1153.3419 8.5099 mode 7 time -1  ms // versionA 
05D3: AS_actor -1  goto_point 316.5315 1152.0972 8.5859 mode 7 time -1  ms // versionA 
05D3: AS_actor -1  goto_point 315.3001 1147.2469 8.5859 mode 7 time -1  ms // versionA 
05D4: AS_actor -1 rotate_angle  4.9

0618: assign_actor 3STORY_GARVY to_AS_pack 555@
0618: assign_actor 3STORY_ken to_AS_pack 555@
061B: remove_references_to_AS_pack 555@  
   
    while true 
    wait 0   
     gosub @death   
        if and
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 315.5207 1149.9027 8.5859  radius 8.0 8.0 8.0
        00FE:   actor 3STORY_ken sphere 0 in_sphere  315.5207 1149.9027 8.5859  radius 8.0 8.0 8.0
        00FE:   actor 3STORY_GARVY sphere 0 in_sphere 315.5207 1149.9027 8.5859   radius 8.0 8.0 8.0
  //  02A0:   actor 3STORY_ken stopped
  //  02A0:   actor 3STORY_GARVY stopped

        then
        060B: set_actor 3STORY_GARVY decision_maker_to 62
        060B: set_actor 3STORY_ken decision_maker_to 62            
            0ACD: show_text_highpriority "Garvy: Hold position." time 4000
           0638: AS_actor 3STORY_ken stay_put 1
           0638: AS_actor 3STORY_GARVY stay_put 1
            timer_custom6 = 0     
            repeat 
            wait 0 
            gosub @death
            until timer_custom6 > 8000                
            break 
        end     
     end    
     
            fade 0 1000
            wait 1000
            fade 1 1000 
        ZOMBIES_CLEANUP()
             actor.DestroyInstantly(swat1)
             actor.DestroyInstantly(swat2)
             actor.DestroyInstantly(swat3)
             actor.DestroyInstantly(swat4)
             actor.DestroyInstantly(swat5)
             actor.DestroyInstantly(swat6)
             actor.DestroyInstantly(swat7)                 
    swat_vehicle_1 = car.Create(#FREEWAY,301.8706, 1152.78, 8.5859  )       
    car.Angle(swat_vehicle_1) = 69.2073 
    swat_vehicle_2 = car.Create(#FREEWAY,  300.4507, 1149.0408, 8.5859)       
    car.Angle(swat_vehicle_2 ) = 69.2073 
    swat_vehicle_3 = car.Create(#FREEWAY,  301.4208, 1157.2292, 8.5915)       
    car.Angle(swat_vehicle_3) = 69.2073 
    car.Health(swat_vehicle_1)=10000
    car.Health(swat_vehicle_2)=10000
    car.Health(swat_vehicle_3)=10000
    car.SetImmunities(swat_vehicle_1,1,1,1,1,1)
    car.SetImmunities(swat_vehicle_2,1,1,1,1,1)
    car.SetImmunities(swat_vehicle_3,1,1,1,1,1)
    //car.SetToPsychoDriver(swat_vehicle_1)
   // car.SetToPsychoDriver(swat_vehicle_2)
   // car.SetToPsychoDriver(swat_vehicle_3)
    00AE: set_car swat_vehicle_2 traffic_behaviour_to 2
    00AE: set_car swat_vehicle_3 traffic_behaviour_to 2
        060B: set_actor 3STORY_GARVY decision_maker_to 32
        060B: set_actor 3STORY_ken decision_maker_to 32    
    player.CanMove( $PLAYER_CHAR )=false 
    015F: set_camera_position 287.5869 1167.162 10.1317 rotation 0.0 0.0 0.0
    0160: set_camera_point_at  301.3642 1153.2394 8.5859 switchstyle 2
05CB: AS_actor $PLAYER_ACTOR enter_car swat_vehicle_1 as_driver 3000 ms
05CB: AS_actor 3STORY_GARVY enter_car swat_vehicle_2 as_driver 3000 ms
05CB: AS_actor 3STORY_ken enter_car swat_vehicle_3 as_driver 3000 ms
08C6: set_actor 3STORY_GARVY stay_on_bike 1
08C6: set_actor 3STORY_ken stay_on_bike 1
// 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
    0ACD: show_text_highpriority "Garvy: Alright, let's go!" time 4000

 wait 3000
 
// 0792: disembark_instantly_actor $PLAYER_ACTOR
0423: set_car swat_vehicle_2 improved_handling_to 3.0 // (float)
0423: set_car swat_vehicle_3 improved_handling_to 3.0 // (float)

if  
 not actor.Driving( $PLAYER_ACTOR ) 
// not actor.InCar( $PLAYER_ACTOR,    swat_vehicle_1) 
then
 036A: put_actor $PLAYER_ACTOR in_car swat_vehicle_1
end 
if not actor.InCar( 3STORY_ken,    swat_vehicle_2)
then
 036A: put_actor 3STORY_ken in_car swat_vehicle_2
end 
if not actor.InCar( 3STORY_GARVY,    swat_vehicle_3)
then
 036A: put_actor 3STORY_GARVY in_car swat_vehicle_3
end 
camera.Restore_WithJumpCut()
player.CanMove( $PLAYER_CHAR )=true 
    0ACD: show_text_highpriority "Garvy: I pretty sure you guys know how to ride a bike." time 4000
timer_custom6 = 0 
ZOMBIE_SPAWN_RATE = 5000
repeat
wait 0
gosub @death
if
 timer_custom6 > 3000
then
  timer_custom6 = 0 
    if not actor.InCar( 3STORY_GARVY,    swat_vehicle_3)
    then
     036A: put_actor 3STORY_GARVY in_car swat_vehicle_3
    end 
end 
until  actor.InCar( 3STORY_GARVY,    swat_vehicle_3)
timer_custom6 = 0 
ZOMBIE_SPAWN_RATE = 1000
 0ACD: show_text_highpriority "Garvy: One thing to keep in mind, watch for zombies. Run them over if you can!" time 4000
060B: set_actor 3STORY_ken decision_maker_to 32
060B: set_actor 3STORY_GARVY decision_maker_to 32 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor  -1 drive_car -1  to  286.532 1182.012 10.7667  speed 30.0 2 model #NULL 5
05D1: AS_actor  -1 drive_car -1  to  240.0951 1203.8734 15.5353  speed 30.0 2 model #NULL 5
05D1: AS_actor  -1 drive_car -1  to  95.2545 1198.5569 18.5305  speed 30.0 2 model #NULL 5
05D1: AS_actor  -1 drive_car -1  to  -191.5333 1198.4872 19.5937  speed 60.0 2 model #NULL 5
05D1: AS_actor  -1 drive_car -1  to   -291.9008 1198.3383 19.7422 speed 40.0 2 model #NULL 5
05D1: AS_actor  -1 drive_car -1  to  -390.9658 1321.22 26.0793  speed 30.0 2 model #NULL 5
05D1: AS_actor  -1 drive_car -1  to   -440.772 1463.501 34.0512 speed 30.0 2 model #NULL 5
05D1: AS_actor  -1 drive_car -1  to  -441.6696 1632.1399 35.4989  speed 40.0 2 model #NULL 5

 

0618: assign_actor 3STORY_GARVY to_AS_pack 555@
0618: assign_actor 3STORY_ken to_AS_pack 555@
061B: remove_references_to_AS_pack 555@   
   
     
     while true 
     wait 0 
     gosub @death
       if and 
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  -441.6696 1632.1399 35.4989  radius 8.0 8.0 8.0
        00FE:   actor 3STORY_ken sphere 0 in_sphere   -441.6696 1632.1399 35.4989 radius 8.0 8.0 8.0
        00FE:   actor 3STORY_GARVY sphere 0 in_sphere   -441.6696 1632.1399 35.4989  radius 8.0 8.0 8.0
       then
                     0ACD: show_text_highpriority "Garvy: Keep going." time 4000
                  
       break 
       end 
     
     end 

     
0615: define_AS_pack_begin 555@ 
05D1: AS_actor  -1 drive_car -1  to -392.7448 1752.8502 43.2092 speed 60.0 2 model #NULL 5 
05D1: AS_actor  -1 drive_car -1  to -379.9627 1840.4315 51.5512 speed 60.0 2 model #NULL 5 
05D1: AS_actor  -1 drive_car -1  to -404.5549 1920.2239 57.9271 speed 60.0 2 model #NULL 5 
05D1: AS_actor  -1 drive_car -1  to -434.3521 1882.7141 61.0234 speed 60.0 2 model #NULL 5 
05D1: AS_actor  -1 drive_car -1  to -425.9496 1771.7631 71.8859 speed 60.0 2 model #NULL 5 
05D1: AS_actor  -1 drive_car -1  to -449.6988 1757.0229 72.0675 speed 60.0 2 model #NULL 5 
05D1: AS_actor  -1 drive_car -1  to -478.9251 1919.9128 85.8735 speed 60.0 2 model #NULL 5 
05D1: AS_actor  -1 drive_car -1  to -536.2732 2002.411 60.1875 speed 60.0 2 model #NULL 5  

 

0618: assign_actor 3STORY_GARVY to_AS_pack 555@
0618: assign_actor 3STORY_ken to_AS_pack 555@
061B: remove_references_to_AS_pack 555@        
     while true 
     wait 0 
     gosub @death
       if      
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  -492.714 1947.1854 86.6575 radius 17.0 17.0 17.0 
       then
         0622: AS_actor 3STORY_GARVY bail_car  swat_vehicle_3
         0622: AS_actor 3STORY_ken bail_car   swat_vehicle_2

        break 
       end 
     
     end      
     
     fade 0 1000
     wait 1000
     fade 1 1000
car.LockInCurrentPosition( swat_vehicle_3,true )
car.LockInCurrentPosition( swat_vehicle_2,true )      
                {
if not actor.InCar(  $PLAYER_ACTOR , swat_vehicle_3 )
then
car.Destroy(swat_vehicle_3)
end
if not actor.InCar(  $PLAYER_ACTOR , swat_vehicle_1 )
then
car.Destroy(swat_vehicle_1)
end
if 056E:   car swat_vehicle_3 defined
then
car.RemoveReferences(swat_vehicle_3)

end 
if 056E:   car swat_vehicle_2 defined
then
car.RemoveReferences(swat_vehicle_2)

end     }

ZOMBIE_SPAWN_RATE = 740
   0ACD: show_text_highpriority "Garvy: Okay, now let's cross to the dam." time 4000
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  -546.4335 2004.4724 60.3828
0362: remove_actor 3STORY_ken from_car_and_place_at  -542.3706 2004.2968 60.3828
0362: remove_actor 3STORY_GARVY from_car_and_place_at -545.9967 1999.5421 60.3828 
if 0800:   in_two_players_mode
then
0362: remove_actor player2 from_car_and_place_at  -545.0897 2005.1163 60.2867

actor.Angle( player2  )=61.2152       

end 
actor.Angle($PLAYER_ACTOR)=61.2152       
actor.Angle(3STORY_GARVY)=61.2152       
actor.Angle(3STORY_ken)=61.2152       
 camera.Restore_WithJumpCut()
060B: set_actor 3STORY_ken decision_maker_to 61
060B: set_actor 3STORY_GARVY decision_maker_to 61

 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group

 0632: release_group $PLAYER_GROUP
0631: put_actor 3STORY_GARVY in_group $PLAYER_GROUP
0631: put_actor 3STORY_ken in_group $PLAYER_GROUP

car.RemoveReferences(swat_vehicle_1)
car.RemoveReferences(swat_vehicle_2)
car.RemoveReferences(swat_vehicle_3)

 
0167: 8_ASSET_MARKER = create_marker_at -1177.5181 1799.4629 40.414  color 4 flag 2 
ZOMBIE_SPAWN_RATE = 300    
06F0: set_group $PLAYER_GROUP distance_limit_to 50000.0
    

0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 0
swat_vehicle_4 = car.Create(#STAFFORD , -866.8996, 1916.7653, 60.0957 )
car.Angle(swat_vehicle_4 ) = 38.9631
car.Health(swat_vehicle_4) = 10000
car.DoorStatus(swat_vehicle_4 , 4 )

136@  = car.Create(#PONY , -881.4493, 1956.1287, 60.2212)
car.Angle(136@ ) = 158.1412
car.Health(136@) = 10000
car.DoorStatus(136@ , 4 )

137@  = car.Create(#PONY ,  -856.9167, 1844.4263, 60.3388)
car.Angle(137@ ) =  189.3398
car.Health(137@) = 10000
car.DoorStatus(137@ , 4 )

swat1 = actor.Create(12,#BIKERA, -853.5886, 1872.8768, 60.0566 )
swat2 = actor.Create(12,#smyst2, -867.5306, 1901.6638, 62.051 )
swat3 = actor.Create(12,#BIKERb,-873.9551, 1941.4055, 62.051  )
swat4 = actor.Create(12,#lsv1, -891.5946, 1969.6914, 62.051)
swat5 = actor.Create(12,#VLA2,  -893.1013, 1972.0532, 62.051 )
swat6 = actor.Create(12,#wmyst, -851.9865, 1814.5061, 62.051 )
swat7 = actor.Create(12,#BIKERb, -880.255, 1803.5032, 62.051  )
swat8 = actor.Create(12,#lsv1,-926.5616, 1816.392, 67.051   )
swat9 = actor.Create(12,#smyst2, -937.7032, 1794.8474, 60.1374 )
swat10 = actor.Create(12,#smyst, -950.7663, 1823.2236, 62.3753 )
actor.Angle(swat1)= 21.0
actor.Angle(swat2)= 21.0
actor.Angle(swat3)= 17.0
actor.Angle(swat4)= 36.0
actor.Angle(swat5)= 326.9999
actor.Angle(swat6)= 299.9999
actor.Angle(swat7)=325.9999 
actor.Angle(swat8)= 9.9999
actor.Angle(swat9)= 79.9997
actor.Angle(swat10)=237.4464 
actor.health(swat1)= 500
actor.health(swat2)= 500
actor.health(swat3)= 500
actor.health(swat4)= 500
actor.health(swat5)= 500
actor.health(swat6)= 500
actor.health(swat7)= 500
actor.health(swat8)= 500
actor.health(swat9)= 500
actor.health(swat10)= 500
0446: set_actor swat1 dismemberment_possible 0
0446: set_actor swat2 dismemberment_possible 0
0446: set_actor swat3 dismemberment_possible 0
0446: set_actor swat4 dismemberment_possible 0
0446: set_actor swat5 dismemberment_possible 0
0446: set_actor swat6 dismemberment_possible 0
0446: set_actor swat7 dismemberment_possible 0
0446: set_actor swat8 dismemberment_possible 0
0446: set_actor swat9 dismemberment_possible 0
0446: set_actor swat10 dismemberment_possible 0 
actor.GiveWeaponAndAmmo(swat1, ak47, 99999)
actor.GiveWeaponAndAmmo(swat2, ak47, 99999)
actor.GiveWeaponAndAmmo(swat3, shotgun, 99999)
actor.GiveWeaponAndAmmo(swat4, microuzi, 99999)
actor.GiveWeaponAndAmmo(swat5, mp5, 99999)
actor.GiveWeaponAndAmmo(swat6 , mp5, 99999)
actor.GiveWeaponAndAmmo(swat7, Shovel, 99999)
actor.GiveWeaponAndAmmo(swat8, shotgun, 99999)
actor.GiveWeaponAndAmmo(swat9, BaseballBat, 99999)
actor.GiveWeaponAndAmmo(swat10, ak47, 99999)
    while true 
    wait 0
    gosub @death
       if
           00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1177.5181 1799.4629 40.414 radius 15.0 15.0 15.0
     
       then 
            if  8104: not  actor  3STORY_GARVY near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0
            then
             00A1: put_actor 3STORY_GARVY at   -1177.0674 1802.9928 40.4195

             0631: put_actor 3STORY_GARVY in_group $PLAYER_GROUP
            end 
            if   8104: not  actor  3STORY_ken  near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0
            then
            00A1: put_actor 3STORY_ken at  -1174.1091 1796.6482 40.4195

             0631: put_actor 3STORY_ken in_group $PLAYER_GROUP
             
            end 
           
          break 
       end 
    
    end 
    
  0ACD: show_text_highpriority "Garvy: Wait! We all forgot about Jack! Oh well, now what?" time 5000
  ZOMBIE_SPAWN_RATE = 1000  
  marker.Disable(8_ASSET_MARKER)
car.RemoveReferences(136@)
car.RemoveReferences(137@)
car.RemoveReferences(swat_vehicle_4)

              actor.RemoveReferences(swat1)
              actor.RemoveReferences(swat2)
              actor.RemoveReferences(swat3)
              actor.RemoveReferences(swat4)
              actor.RemoveReferences(swat5)
              actor.RemoveReferences(swat6)
              actor.RemoveReferences(swat7)
              actor.RemoveReferences(swat8)
              actor.RemoveReferences(swat9)
              actor.RemoveReferences(swat10)    
              
              

3STORY_JACK   = actor.Create(8,#OMYST,  -1373.6193, 2055.8826, 52.5164)
actor.health(3STORY_JACK) = 10000
actor.Angle(3STORY_JACK) = 171.7194
actor.GiveWeaponAndAmmo(3STORY_JACK, Shotgun , 99999)
0446: set_actor 3STORY_JACK dismemberment_possible 0
02E2: set_actor 3STORY_JACK weapon_accuracy_to 75
07DD: set_actor 3STORY_JACK attack_rate 70 // previously known as temper_to 
03FE: set_actor 3STORY_JACK money 0
07FE: set_actor 3STORY_JACK fighting_style_to 5 moves 6              
0946: set_actor 3STORY_JACK actions_uninterupted_by_weapon_fire 1

139@=marker.CreateAboveActor( 3STORY_JACK ) 
018B: set_marker 139@ radar_mode 2
 marker.SetIconSize(139@, 2)
 marker.SetColor(139@ , 3)
07E0: set_marker 139@ type_to 1

140@ = car.Create(#LANDSTAL ,  -1385.0013, 2063.5205, 52.0793)
car.Angle(140@ ) =  88.1661
car.Health(140@)= 12000
09C4: set_car 140@ gas_tank_explosion_enabled 0
car.SetImmunities(140@,0,1,0,0,0)

0376: 141@ = create_random_actor_at  -1422.1334 2169.7651 49.7311
actor.health(141@)=1000
0376: 142@ = create_random_actor_at   -1426.8074 2166.0142 49.808
actor.health(142@)=1000
actor.GiveWeaponAndAmmo(141@, shotgun ,9999 )
actor.GiveWeaponAndAmmo(142@, shotgun ,9999 )
077A: set_actor 141@ acquaintance 4 to_actors_pedtype 14 // see ped.dat
077A: set_actor 142@ acquaintance 4 to_actors_pedtype 14 // see ped.dat
actor.Angle(141@) =220.4128
actor.Angle(142@) =220.4128
//  marker.Disable(135@)    
actor.PutAt( 3STORY_GARVY , -1367.6056, 2066.5388, 52.8087 )
actor.PutAt( 3STORY_ken,  -1373.9299, 2065.2666, 52.4379)
repeat
wait 0
gosub @death
until  0104:   actor $PLAYER_ACTOR near_actor 3STORY_JACK radius 15.0 15.0 15.0 sphere 0
  0ACD: show_text_highpriority "Jack: So, you guys found me and you guys forget me, that was nice." time 5000
timer_custom6 = 0 
repeat
wait 0
gosub @death
until  timer_custom6 > 5000
  0ACD: show_text_highpriority "Jack: Wait? What happen to Jimmy and Bobby?" time 3000
  timer_custom6 = 0
repeat
wait 0
gosub @death
until  timer_custom6 > 3000
  0ACD: show_text_highpriority "Garvy: I'm afraid, these 2 were infected." time 3000
  timer_custom6 = 0

repeat
wait 0
gosub @death
until  timer_custom6 > 4000
  0ACD: show_text_highpriority "Jack: So you let them die from zombies! I know you act a little strange Garvy." time 4000
  timer_custom6 = 0


repeat
wait 0
gosub @death
until  timer_custom6 > 4000
  0ACD: show_text_highpriority "Jack: You always take that dumb path Garvy, I know what your going for Garvy." time 4000
   timer_custom6 = 0


repeat
wait 0
gosub @death
until  timer_custom6 > 4000
  0ACD: show_text_highpriority "Garvy: Yeah. That's right Jack-ass. There's no way these 2 coming coming back." time 4000
   timer_custom6 = 0

repeat
wait 0
gosub @death
until  timer_custom6 > 4000
  0ACD: show_text_highpriority "Jack: SO YOU! YOU BETRAYED US MR. DU! I KNOW YOU WOULD TAKE THE WRONG PATH ANY HOW!!!" time 4000
   timer_custom6 = 0
actor.DestroyInstantly(141@)
actor.DestroyInstantly(142@)
 
actor.PutAt( 3STORY_GARVY ,  -1357.3762, 2071.4209, 52.3809)
actor.PutAt( 3STORY_ken,  -1353.2916, 2072.719, 52.3127)
actor.Angle(3STORY_GARVY)= 276.2852
actor.Angle(3STORY_ken)= 108.2658 
0668: AS_actor 3STORY_GARVY rotate_and_shoot_at  -1350.6057 2074.1016 52.0099 7000 ms
060B: set_actor 3STORY_GARVY decision_maker_to 32
060B: set_actor 3STORY_ken decision_maker_to 32
 015D: set_gamespeed 0.5
 actor.GiveWeaponAndAmmo(3STORY_GARVY, shotgun, 99999)
 015F: set_camera_position  -1362.8805 2063.416 52.7786 rotation 0.0 0.0 0.0
 0160: set_camera_point_at -1353.0669 2073.0979 52.3089 switchstyle 2
gosub @MUSIC_STOP 
audiostream.PerformAction(MUSIC_ZOMBIE_EXE, play)
gosub @ZOMBIES_CLEANUP 
 wait 1000
05BE: AS_actor 3STORY_ken die
wait 2500 
  0ACD: show_text_highpriority "Jack: KEN! NOOOOOOOOOOOOOO!!!" time 4000
  wait 3000


fade 0 1000
wait 1000
fade 1 1000
ZOMBIE_SPAWN_RATE = 2000 
 015D: set_gamespeed 1.0 
camera.Restore_WithJumpCut()
actor.DestroyInstantly(3STORY_GARVY)
actor.RemoveReferences(3STORY_ken)
3STORY_GARVY = actor.Create(16,#OMYRI, 649.5969, 1271.5342, 11.7187)
actor.health(3STORY_GARVY) = 30000
actor.Angle(3STORY_GARVY) =  347.0
actor.GiveWeaponAndAmmo(3STORY_GARVY,  m4 , 99999)
0446: set_actor 3STORY_GARVY dismemberment_possible 0
02E2: set_actor 3STORY_GARVY weapon_accuracy_to 90
07DD: set_actor 3STORY_GARVY attack_rate 100 // previously known as temper_to
 0946: set_actor 3STORY_GARVY actions_uninterupted_by_weapon_fire 1 
03FE: set_actor 3STORY_GARVY   0 
07FE: set_actor 3STORY_GARVY fighting_style_to 7 moves 6
actor.SetWalkStyle( 3STORY_GARVY, "player" ) 
081A: set_actor 3STORY_GARVY weapon_skill_to  2
0ED9: set_char_ignore_damage_anims 3STORY_GARVY 1
actor.SetImmunities(  3STORY_GARVY, 0,1,0,0,0)
077A: set_actor 3STORY_GARVY acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3STORY_GARVY acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 3STORY_GARVY acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 3STORY_GARVY acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 3STORY_GARVY acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 3STORY_GARVY acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 3STORY_GARVY acquaintance 4 to_actors_pedtype 14 // see ped.dat
0770: set_actor 3STORY_GARVY target_priority 1
09B5: set_actor 3STORY_GARVY signal_after_kill 0
                            
 swat_vehicle_1 = car.Create(#YOSEMITE , -1351.2072, 2067.7444, 52.1969)
car.Health(swat_vehicle_1)  = 35000
car.Angle(swat_vehicle_1)= 266.3581
09C4: set_car swat_vehicle_1 gas_tank_explosion_enabled 0
car.SetImmunities(swat_vehicle_1,0,1,1,0,0) 
car.SetSpeedInstantly( swat_vehicle_1 , 15.0) 
123@ = marker.CreateAboveActor( 3STORY_GARVY )  
018B: set_marker 123@ radar_mode 2
actor.SetWalkStyle( 3STORY_jack, "player" ) 

 swat_vehicle_2 = car.Create(#LANDSTAL , -1370.0747, 2066.9124, 52.4283)
car.Health(swat_vehicle_2)  = 15000
car.Angle(swat_vehicle_2)=   266.3581
09C4: set_car swat_vehicle_2 gas_tank_explosion_enabled 0
car.SetImmunities(swat_vehicle_2,0,1,0,0,0) 
car.SetSpeedInstantly( swat_vehicle_2 , 7.0)
actor.PutAt($PLAYER_ACTOR,  -1367.3311, 2060.1692, 52.7144)
actor.PutAt(3STORY_jack, -1366.312, 2052.6235, 52.7342)

053F: set_car swat_vehicle_1 tires_vulnerability 0
//053F: set_car swat_vehicle_2 tires_vulnerability 0

if 0800:   in_two_players_mode
then
actor.PutAt(player2, -1371.312, 2052.6851, 52.5156)
0430: put_actor player2 into_car swat_vehicle_2 passenger_seat 1
actor.GiveWeaponAndAmmo(player2, ak47,500 )
end 
actor.GiveWeaponAndAmmo(3STORY_jack, ak47,99999 )
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, ak47,500 )
actor.GiveWeaponAndAmmo(3STORY_GARVY, m4 ,500 )

036A: put_actor $PLAYER_ACTOR in_car swat_vehicle_2
036A: put_actor 3STORY_GARVY in_car swat_vehicle_1 

0430: put_actor 3STORY_jack into_car swat_vehicle_2 passenger_seat 0
0423: set_car swat_vehicle_1 improved_handling_to 3.0 // (float)
00AE: set_car swat_vehicle_1 traffic_behaviour_to 2 
03AB: set_car swat_vehicle_1 strong 1
0713: actor 3STORY_jack driveby_actor 3STORY_GARVY car -1 point 0.0 0.0 0.0 radius 1200.0 4 1 firing_rate 100

                0615: define_AS_pack_begin 555@ 
               05D1: AS_actor  -1   drive_car -1  to   -1343.5725 2064.4136 52.1932  speed 60.0 2  model #NULL 5
                05D1: AS_actor  -1   drive_car -1  to   -1322.2617 1982.074 51.2735  speed 60.0 2  model #NULL 5
                05D1: AS_actor  -1   drive_car -1  to  -1249.4066 1917.73 42.986   speed 60.0 2  model #NULL 5
                05D1: AS_actor  -1   drive_car -1  to   -1235.4905 1932.7657 42.7148  speed 60.0 2  model #NULL 5
                05D1: AS_actor  -1   drive_car -1  to    -1277.9241 1990.7036 63.2901 speed 60.0 2  model #NULL 5
                05D1: AS_actor  -1   drive_car -1  to   -1262.689 2040.3199 71.9419  speed 60.0 2  model #NULL 5
                05D1: AS_actor  -1   drive_car -1  to  -1197.501 2086.7617 81.0595   speed 60.0 2  model #NULL 5
                05D1: AS_actor  -1   drive_car -1  to   -1102.4519 2110.1482 87.0298  speed 60.0 2  model #NULL 5
 
                
                0618: assign_actor 3STORY_GARVY to_AS_pack 555@ 
                061B: remove_references_to_AS_pack 555@
                
                while true 
                wait 0 
                gosub @death
                     if or 
                      actor.Dead( 3STORY_GARVY )
                      00FE:   actor 3STORY_GARVY sphere 0 in_sphere -1102.4519 2110.1482 87.0298  radius 15.0 15.0 15.0

                     then
                        0ACD: show_text_highpriority "Jack: Don't let him get away!" time 4000
                        0713: actor 3STORY_jack driveby_actor 3STORY_GARVY car -1 point 0.0 0.0 0.0 radius 1200.0 4 1 firing_rate 100

                      break 
                     end 
                
                end  
                
                0615: define_AS_pack_begin 555@ 
               05D1: AS_actor  -1   drive_car -1  to   -1068.4657 2122.7405 87.916 speed 50.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to  -1058.5657 2150.7991 87.2311  speed 50.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to  -1079.1292 2257.5903 87.6842  speed 50.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to  -1100.2179 2357.2358 85.5787  speed 70.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to   -1101.4866 2379.6267 84.7036 speed 70.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to  -1110.8507 2502.4233 80.6762  speed 77.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to  -1140.1564 2564.8572 72.9135  speed 70.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to  -1208.9724 2640.8862 49.3644  speed 70.0 2  model #NULL 5
          
                0618: assign_actor 3STORY_GARVY to_AS_pack 555@ 
                061B: remove_references_to_AS_pack 555@
                while true 
                wait 0 
                gosub @death
                     if or 
                      actor.Dead( 3STORY_GARVY )
                      00FE:   actor 3STORY_GARVY sphere 0 in_sphere  -1208.9724 2640.8862 49.3644 radius 19.0 19.0 15.0

                     then
                        0ACD: show_text_highpriority "Jack: Zombies will slow him up! Ram to the dude already!" time 4000
                        0713: actor 3STORY_jack driveby_actor 3STORY_GARVY car -1 point 0.0 0.0 0.0 radius 1200.0 4 1 firing_rate 100

                      break 
                     end 
                
                end  
                   
                0615: define_AS_pack_begin 555@ 
               05D1: AS_actor  -1   drive_car -1  to -1222.7396 2681.5276 46.3464 speed 60.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to -865.7147 2726.0918 45.8331 speed 130.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to -558.5973 2756.0994 64.3331 speed 150.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to -454.5066 2787.6008 87.5519 speed 100.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to -343.5286 2799.7893 91.5347 speed 100.0 2  model #NULL 5
               05D1: AS_actor  -1   drive_car -1  to -242.6851 2823.2385 62.2255 speed 200.0 2  model #NULL 5
                0622: AS_actor -1  bail_car  swat_vehicle_1

        
                0618: assign_actor 3STORY_GARVY to_AS_pack 555@ 
                061B: remove_references_to_AS_pack 555@   
                 while true 
                wait 0 
                gosub @death
                     if or 
                      actor.Dead( 3STORY_GARVY )
                      00FE:   actor 3STORY_GARVY sphere 0 in_sphere -242.6851 2823.2385 62.2255 radius 24.0 24.0 24.0
                      00FE:   actor player1 sphere 0 in_sphere  -286.412 2826.2991 93.7393 radius 15.0 15.0 15.0

                     then
                     if not car.Wrecked( swat_vehicle_1)
                        
                     then
                        0325: 150@  = create_car swat_vehicle_1 fire
                     end
                        060B: set_actor 3STORY_GARVY decision_maker_to 32

                        0ACD: show_text_highpriority "Jack: He's bailed out! Don't loose him." time 4000
                       // 0713: actor 3STORY_jack driveby_actor 3STORY_GARVY car -1 point 0.0 0.0 0.0 radius 1200.0 4 1 firing_rate 100
                        0622: AS_actor 3STORY_jack bail_car swat_vehicle_2
                        0622: AS_actor 3STORY_GARVY bail_car swat_vehicle_1
                        actor.SetImmunities( 3STORY_jack, 0,0,0,1,0 )
                        05E2: AS_actor 3STORY_jack kill_actor 3STORY_GARVY
                0615: define_AS_pack_begin 555@ 
                 05D3: AS_actor -1  goto_point -239.0414 2813.0498 61.6899 mode 7 time -1  ms // versionA
                 05D3: AS_actor -1  goto_point -236.249 2742.8384 62.6875 mode 7 time -1  ms // versionA
                 05D3: AS_actor -1  goto_point -240.532 2725.9788 62.6875 mode 7 time -1  ms // versionA
                 05D3: AS_actor -1  goto_point -240.4674 2701.4233 62.5353 mode 7 time -1  ms // versionA
                 05D3: AS_actor -1  goto_point -179.982 2701.0103 62.6875 mode 7 time -1  ms // versionA
                 05D3: AS_actor -1  goto_point -163.784 2691.7922 62.2907 mode 7 time -1  ms // versionA
                 05D3: AS_actor -1  goto_point -135.2229 2697.7683 62.316 mode 7 time -1  ms // versionA
                 05BC: AS_actor -1 jump 1
 

        
                0618: assign_actor 3STORY_GARVY to_AS_pack 555@ 
                061B: remove_references_to_AS_pack 555@  
                      break 
                     end 
                
                end    
                
                 while true 
                wait 0 
                gosub @death
                     if or 
                      actor.Dead( 3STORY_GARVY )
                      00FE:   actor 3STORY_GARVY sphere 0 in_sphere -135.2229 2697.7683 62.316  radius 11.0 11.0 11.0
                     
                     then
                 0ACD: show_text_highpriority "Garvy: What? You guys can't kind up, zombies really distract you both." time 4000
                     
                        05E2: AS_actor 3STORY_jack kill_actor 3STORY_GARVY
                0615: define_AS_pack_begin 555@ 
                 05D3: AS_actor -1  goto_point -111.6484 2677.5159 49.4004  mode 7 time 999999  ms // versionA 
                 05D3: AS_actor -1  goto_point -101.4085 2564.6353 18.3581  mode 7 time 999999  ms // versionA 
                 05D3: AS_actor -1  goto_point  -74.0542 2559.6643 17.3712 mode 7 time 999999  ms // versionA 
                 05D3: AS_actor -1  goto_point 306.1541 2560.5142 16.3672  mode 7 time 999999 ms // versionA 
                 05D3: AS_actor -1  goto_point 289.1256 2611.0176 16.4766  mode 7 time 999999 ms // versionA 
                 05D3: AS_actor -1  goto_point  267.9809 2624.1165 16.4766 mode 7 time 999999 ms // versionA 
                 05D3: AS_actor -1  goto_point  256.771 2648.5635 16.4871 mode 7 time 999999  ms // versionA 
                 05D3: AS_actor -1  goto_point 261.7417 2764.0967 37.1815  mode 7 time 999999 ms // versionA 
              
 

        
                0618: assign_actor 3STORY_GARVY to_AS_pack 555@ 
                061B: remove_references_to_AS_pack 555@  
                      break 
                     end 
                
                end    
                
                 while true 
                wait 0 
                gosub @death
                     if or 
                      actor.Dead( 3STORY_GARVY )
                      00FE:   actor 3STORY_GARVY sphere 0 in_sphere  261.7417 2764.0967 37.1815   radius 11.0 11.0 11.0
                     
                     then
                 0ACD: show_text_highpriority "Jack: He's almost here to shore. Don't let him escape! I want kill that bastard!" time 5000
                 04D8: set_actor 3STORY_GARVY drowns_in_water 0
                 04D8: set_actor 3STORY_jack drowns_in_water 0
    
                        05E2: AS_actor 3STORY_jack kill_actor 3STORY_GARVY
                0615: define_AS_pack_begin 555@ 
                 05D3: AS_actor -1  goto_point  263.8871 2812.3088 28.1877  mode 7 time 999999  ms // versionA 
                 05D3: AS_actor -1  goto_point  259.0885 2875.2422 14.9314  mode 7 time 999999  ms // versionA 
                 05D3: AS_actor -1  goto_point  252.5264 2890.4336 11.7456  mode 7 time 999999  ms // versionA 
                 05D3: AS_actor -1  goto_point  257.6241 2921.0925 2.3812  mode 7 time 999999  ms // versionA  
               

        
                0618: assign_actor 3STORY_GARVY to_AS_pack 555@ 
                061B: remove_references_to_AS_pack 555@  
                swat_vehicle_3 = car.Create( #JETMAX , 252.5934, 2933.3125, 1.3035 )
                car.Angle( swat_vehicle_3)  = 5.0
                car.Health(swat_vehicle_3) = 7500 
                05E2: AS_actor 3STORY_jack kill_actor 3STORY_GARVY

                      break 
                     end 
                
                end 
                while true 
                wait 0 
                gosub @death
                     if or 
                       actor.Dead(3STORY_GARVY ) 
                      00FE:   actor 3STORY_GARVY sphere 0 in_sphere  257.6241 2921.708 2.0999  radius 11.0 11.0 11.0
                     then
                           0ACD: show_text_highpriority "Jack: He's getting on the boat, hurry! It's your final chance to kill that bastard!" time 5000
                           036A: put_actor 3STORY_GARVY in_car swat_vehicle_3

                              0638: AS_actor 3STORY_jack stay_put 1
                              05E2: AS_actor 3STORY_jack kill_actor 3STORY_GARVY
                              060B: set_actor 3STORY_jack decision_maker_to 32 
                        02DB: set_boat  swat_vehicle_3 speed_to 80.0
      
                         02D3: boat swat_vehicle_3 sail_to   -134.6977 4078.5215 70.8984
                        111@ = 0 
                         while true
                         wait 0
                         gosub @death 
                            04C4: store_coords_to 119@ 121@ 126@ from_actor 3STORY_GARVY with_offset 0.0 25.0 0.0
                            02D3: boat swat_vehicle_3 sail_to  119@ 121@ 126@ 
                            if 
                            actor.Dead( 3STORY_GARVY )
                            then
                              0ACD: show_text_highpriority "Jack: Take that, Garvy! You can't leave San Andreas! Thanks guys you did the best!" time 5000
                               wait 3000
                              actor.RemoveReferences( 3STORY_GARVY )
                              car.RemoveReferences( swat_vehicle_3 )
                              0ACB: show_styled_text "mission success!" time 1000 style 1
                              0394: play_music 2
                            0109: player $PLAYER_CHAR money += 180000

                                 jump @End_of_the_world  
                            end                            
                            if and
                            111@ == 0 
                            car.Wrecked(swat_vehicle_3)
                            then
                                0ACD: show_text_highpriority "Jack: You can't escape now, Mr. Du. We finally have you to finish!" time 5000

                             111@ = 1 
                            0638: AS_actor 3STORY_jack stay_put 0
                                060B: set_actor 3STORY_GARVY decision_maker_to 61
                                05E2: AS_actor 3STORY_GARVY kill_actor $PLAYER_ACTOR
                                05E2: AS_actor 3STORY_jack kill_actor 3STORY_GARVY
                            end 
                            if  and 
                            8104:  not    actor $PLAYER_ACTOR near_actor 3STORY_GARVY radius 150.0 150.0 150.0 sphere 0
                            not   actor.Dead( 3STORY_GARVY)
                            then
                              0ACD: show_text_highpriority "Jack: Great! Now he escaped! He'll never come back again." time 5000

                              actor.DestroyInstantly( 3STORY_GARVY )
                              car.Destroy( swat_vehicle_3 )
                                 jump @End_of_the_world  
                            end

                         end 
                     end 
                     
               end     
:End_of_the_world                 
gosub @MUSIC_STOP 
    05DE: AS_actor 3STORY_jack walk_around_ped_path
   0638: AS_actor 3STORY_jack stay_put 0
   060B: set_actor 3STORY_jack decision_maker_to 62    
 //actor.RemoveReferences( 3STORY_jack )          
 ACTIVE_STORY = false                            
jump @main


:HUD_ENABLE_WIDESCREEN 
//0826: enable_hud 0
//0581: enable_radar 0
return         

:HUD_DISABLE_WIDESCREEN 
//0826: enable_hud 1
//0581: enable_radar 1
return 